The “Zord Alone Project” for Power Rangers RPG.

That’s where things went wrong, horribly wrong. The Triumvirate was quick to take advantage of the situation, mind controlling the pilot and and sending the Zord on a rampage in Bennett’s Cove.

Inspired by their first encounter with the Rangers, the US Army decides to build their own Zord, and create a Power Ranger to pilot it.

Only neither is actually connected to the Morphing Grid. That’s where things went wrong, horribly wrong. The Triumvirate was quick to take advantage of the situation, mind controlling the pilot and and sending the Zord on a rampage in Bennett’s Cove.

Resilient THREAT LEVEL: 14
SIZE: Extended II/Extended II/Gigantic | HEALTH: 25
STRENGTH 15 | SPEED 15 | SMARTS *2 | SOCIAL *2
TOUGHNESS: 28 (4 Armor) | EVASION: 25
WILLPOWER: *12 | CLEVERNESS: *12
GROUND MOVEMENT: 50 ft. | FLY: 80 ft. | RUN: 40 ft.
SKILLS:
Might +d12
Brawn +d12
Initiative: +d8
Targeting (*Main Gun): +d12
Finesse (Power Sword) +d10
Alertness: +d4
Intimidation +d4
Languages: Putty, English

PERKS:
Triple Changer: Tank/Jet/Soldier

ATTACKS:

Main Gun: (Targeting, 5x/scene): +d12*, Range 40/200 ft. (Evasion, 3 Explosive, Area, 15′ radius, Fire Damage)

Missiles: (Targeting, 2x/scene) +d12, Range 50/120 ft., Area of Effect 20’ x 20’. Effect: 3 Energy Damage.

Secondary Energy Cannons: +d12, Range 30/100ft; (Evasion, 2 Energy) 2 attacks per round OR 1 attack + Main Gun/Missiles.

Power Sword: +1d10, Reach, Toughness, 3 Energy Damage.

POWERS:
Tank Mode/Jet Mode/Soldier Mode.
Self Activated. Limited autopilot capabilities. (+d8* Piloting, Zord) Capable of defending itself and following orders if pilot is not present/unconscious.
Not attached to the Morphing Grid.


Hang-Ups:
Must shut down for cooling after 60 minutes of use or it will explode!
Hangar Queen. Requires a lot of maintenance.
Not Really a Zord. Not linked to the Morphin Grid. Not actually sentient.
Nuclear Core. Can only be shut down from small engineering compartment behind the pilot seat. If not cooled and maintained, it will explode in a nuclear blast. 5 mile primary blast, 10 Mile secondary blast. 50 additional miles fallout damage.

For those unfamiliar, this Threat has inspiration from two sources.

The first is Blitzwing, the triple changer Decepticon from Transformers. He fits with the military theme and I’ve always liked the character. He’s a bad guy and just a little schizophrenic.

The other inspiration and the name was derived from one of my favorite episodes of Neon Genesis Evangelion. This probably won’t be the last Evangelion reference I will do. I’ve always liked the angels from that series.

This Threat was inspired by the Jet Alone Project, which as a rival’s attempt to compete with Nerv by building their own EVA. Of course the whole thing backfired and Misato ended up inside the robot shutting it down before it went supernova.


Thanks for stopping by. I appreciate you! Happy gaming.

The Minions of the Werewolf Lord DCC RPG

What would the Werewolf Lord be like? What would his minions be like? Why wouldn’t there be a natural Wolf Lord?

There is mention of a Werewolf Lord on Page 123 of the DCC Annual Number One.

It got me thinking, what would such a creature be like? What would his minions be like? Why wouldn’t there be a natural Wolf Lord?

Werewolf by Seda YAZICI is licensed under CC-BY-NC-ND 4.0

Werewolf, Dire: Init +7; Atk bite +8 melee (1d8+2,) claw (1d6); AC 16; HD 2d6 +2; MV 40’;Infravision 100′; Act 1d24 + 1d20; SV Fort +6, Ref +6, Will +5; AL C. The beast’s mystical nature reduces the damage of all blows against it by 5 points, save those of magic, Silver, and Wolfsbane.

Werewolf Mage: Init +2; Atk Claw +5 (1d6) or harmful spell (see below); AC 12; HD 3d4 +3; MV 40’; Act 1d24 + 1d20; SP prestidigitation, harmful spell 3/day; SV Fort +1, Ref +1, Will +4; AL C. The beast’s mystical nature reduces the damage of all blows against it by 5 points, save those of magic, Silver, and Wolfsbane.

Dire Werewolf Fighter: Init +3; Atk axe +2 melee (1d6) Claw +2 melee (1d6); AC 16; HD 1d8+1; MV 25’; Act 1d24 + 1d20; SV Fort +4, Ref +4, Will +3; AL C. The beast’s mystical nature reduces the damage of all blows against it by 5 points, save those of magic, Silver, and Wolfsbane.

Demon Wolf (Type II Demon): Size: Large; Init +5; Atk bite +6 melee (2d6+2) Victims bitten by demon wolves must make a Fort Save DC 14 or become afflicted with the curse of lycanthropy. A new save is made each time the creature does damage; AC 14; HD 4d6; MV 40’; Act 1d20; SV Fort +4, Ref +4, Will +3; AL C.

The Demon Wolf servants of the Werewolf Lord are larger than average wolves with thick black fur, red eyes and sabretooth fangs. Their bite carries the curse of lycanthropy. Usually found in packs of 2d6 with one alpha. (Alpha gains +1 Init, +1, +1 Atk, +1 HD, 1d24 Act, +1 all saves.

These horrible minions and more will be pursuing our heroes after their visit to The Catacomb of the Wolf Lord.

Made for Dungeon Crawl Classics.

Thanks for stopping by. I appreciate you! The conclusion of my short dungeon crawl, Catacomb of the Wolf Lord will be wrapping up soon featuring some of the monsters mentioned above. Happy gaming!

What Do We Do When the New Edition Comes?

It just seems like they’re a little conflicted. Maybe it’s a great business strategy? Strike while the iron is still hot. Start hyping up the new game with the old one still on everyone’s minds. Every RPG has its high and low trends, like any business. Maybe WotC saw the downhill slope starting and decided to act before it dropped too far.

Am I throwing all of my D&D 5E books out the window or what?

If you ever thought this one caused a stir…

I’ve been around since the old days and I have yet to throw out a gaming book, much less a whole set, so probably not. I’ve seen editions of the grandfather of all RPGs come and go. I’m still here. They’re still here.

I remember when 2nd Edition first came out. My group was only in high school and we had the old guard refusing to get on board. I was a little leery at first, but I came around as soon as I read through some of it.

The same effect occurred with pretty much every edition and revision after, too. I’m not comparing titles and I certainly don’t want to rehash the edition wars of Interweb fame. For the record, I love pretty much every edition of D&D. Each has its own merits and inherent flaws. I particularly enjoyed Basic (Rules Cyclopedia,) 2.5 AD&D, 3.5 D&D, and 5E. The other editions are fun and all. I’ll love 1st Ed AD&D forever. They are my most cherished collection of books.

It sounds as if 2024 is going to be the year of the Dungeons (& Dragons.)

Wizards of the Coast is sort of teasing that the new edition of D&D is going to hit in 2024. I’m a little puzzled that they’re telegraphing the punch this far out with 5E still riding a massive wave of success. I know some have pointed to the anniversary, and maybe that’s it.

It just seems like they’re a little conflicted. Maybe it’s a great business strategy? Strike while the iron is still hot. Start hyping up the new game with the old one still on everyone’s minds. Every RPG has its high and low trends, like any business. Maybe WotC saw the downhill slope starting and decided to act before it dropped too far.

Every edition has its life cycle of supplements.

Constantly.

Pathfinder 1E really stretched the limits of what a fantasy RPG could do in terms of supplements before moving onto another edition. 3/3.5E D&D did much the same. I literally have an entire book shelf and a half jammed full of 3.5 books, adventures, and even a couple of boxed sets. Every edition of D&D seems to evolve through three or four full length player’s guides, a handful of official monster books (or more,) a handful of campaign settings, and some interesting add-ons (Dungeoneer’s Survival Guide for example.) Starting with 3.0 and again in 5E, we also have innumerable amounts of third party sourcebooks and supplements.

Then there’s the troves of homebrew and fan sourced material for free on blogs such as this one. Magazines, either online or print are even further edition fuel. But most editions of D&D start to decline about where 5E is in 2022. It’s the longest running edition of the game, but still maintains about the same number of official core books as some of its predecessors.

New editions tend to cause as many issues as they solve.

Kits -> Subclasses. Evolving concepts.

I know WotC has expressed an interest in the way races are treated in the game. There has been more than enough outcry over the way certain base mechanics work (i.e. short/long rest, overland travel, and death saves.) The way monsters use spells is due to change. Every edition of the game finds a way to streamline something.

Remember THAC0? Remember having six or seven different saving throw types? How about Comeliness? What about d%00 for Thief/Assassin/Acrobat skills? Kits? Prestige Classes? Attacks of Opportunity anyone? Sometimes streamlining the rules is a very good thing.

It seems like they always manage to edit some of the good stuff out, too. Psionics is a debate for another time, but some would point to it. I miss the robust weapons tables in 3.5 and prior editions, including exotic weapons. At least one cool campaign setting or more seems to vanish between editions, possibly to never be seen officially again. At times some of us fans feel like they proverbially throw the baby out with the bathwater.

What will the newest version of the OGL look like?

DungeonMastersGuild.com

My biggest concern any time Wotc even breathes a word about a new edition is what will the OGL look like? I’m not afraid of it cutting into my personal profit margin, but I know some people are relying on it for income. I was around for 4E and the OGL or lack thereof. The best legal advice on third party 4E supplements I recall hearing was, “Don’t.” And I think that hurt the game and the company.

DMsGuild might be one of the best ideas anyone has ever had. It gives people an outlet for homebrew material and a real sense of community. Not to mention a bit of side credit to buy more books. It’s also very encouraging to see other people immersed in the hobby.

It would be absolutely tragic if WotC does a repeat of 4th Ed’s version of the OGL. It would hurt almost as much if they hold their breath for too long dealing with a new OGL/SRD. My biggest concern is that they would go back to actively discouraging the fanbase from contributing new ideas to the game.

What will the new edition bring?

I still have 4 projects in motion aside from 5E.

My biggest question is still what will happen in terms of retro-compatibility with 5E? A lot of people started or even discovered roleplaying on the current edition. What about all of the mountains of third party books still coming out? Will this edition have the success of 3rd Ed, or the curse of the even numbered editions in terms of sales? (That last one is a bit superstitious on my part, but I’ve seen it happen.)

I still have plenty of irons in the proverbial fire and a ton of other RPG interests to keep me going for years to come. Power Rangers, anyone? Monster of the Week? OSR, specifically Dungeon Crawl Classics, which is sort of a byproduct of other D&D editions in a way is on my list. Heck, I might even build a few one-shots for ICRPG, FATE, or GI Joe. Transformers RPG is coming, too… Hmm.

All this and more remains to be seen. I’m going to keep my 5E game going with my family until the kids go to college, at least. I’ll invest in 6E (*Or whatever they call it,) when I have the money. If nothing else, I’ll give it a good look and write a review. Every edition of D&D ends up being special in some way.

Thanks for being here. Have fun gaming in whichever edition of whatever game you love. It’s better to spend the energy on what you love, not on hating the things you don’t. Stay hydrated. Have a great week.

Tales of the DsM RVS for MotW RPG. Part 3.

Dan has suggested we take my van tonight while his is being worked on. We know the trap cams at both stakeout sites were exceptionally active last night. I suspect our other cam footage will be revealing once we’ve had time to review it. Tom also noticed a spike in EVP and some other audio activity last night in the graveyard.

AKA Dan and Brenda’s wild night at the Iowa State Fair.

From Brenda’s notes:

We secured permission from Sutton to set up trap cams and take video from the chainsaw carving booth, specifically the vending area under the guise of trying to catch whoever stole the Cy and Herky Statues. Dan was left to monitor the whole affair.

Julie, one of Sutton’s assistants didn’t seem too happy about us poking around. Not sure what her issue was exactly. Thought I smelled something near the cash register that wasn’t sawdust. Reminded me a little of ritual incense.

Tom has to work tonight. He’s out of vacation for a while. I guess someone has to stock shelves. He was super helpful last night with everything that happened. He took care of me when I blacked out.

Dan has suggested we take my van tonight while his is being worked on. We know the trap cams at both stakeout sites were exceptionally active last night. I suspect our other cam footage will be revealing once we’ve had time to review it. Tom also noticed a spike in EVP and some other audio activity last night in the graveyard.

Dan has also asked for a remote viewing of either area. Of course he doesn’t understand the process or my abilities. After last night’s hemorrhaging from my nose, I’m not sure that’s a good plan. –Brenda Hart.

Built to accommodate Brenda’s Wheelchair.
Much more comfortable than Dan’s heavily damaged cargo van.

Dan was noticeably upset about the damage to the driver’s side of the van and the smashed glass. At least the front windshield remained intact well enough to get it to the shop. They stopped long enough to transfer all of the gear into Brenda’s shiny red van. It was considerably more conspicuous than Dan’s white Ford Cargo Van, but much more comfortable.

Dan also had patches of missing time, the same thing Tom experienced the night before. Neither man could explain what had happened within close proximity to the carver’s tents. Sutton’s assistants stayed extra late after closing, however. It was beginning to look like they might be minimally involved.

Dan and Tom had begun construction on a new website and it looked as if the group was going to need it soon. Brenda and Dan glanced through the cemetery trap cam footage to see what they had missed. Not only had the cameras caught a group of teenagers sneaking around the graveyard in the dark, but several blurry images of human figures at different locations.

By the time the crew had rested and reassembled, it was late in the evening. Tom had just enough time to reset all of the cemetery cameras before going to work. Dan went back to visit A.J. Sutton again and obtained permission to renew their stakeout there.

A new statue had disappeared during the night, much to everyone’s dismay. This time it was Billy the Buzzard, a mascot for a local restaurant. The lawn gnome Dan and Brenda had been monitoring specifically had been picked up early, shortly after the Fair opened, according to Julie.

Photo by Suzy Hazelwood on Pexels.com

Meanwhile, in a Northwest Iowa Cornfield, a large crop circle was discovered by a pair of local kids out joyriding in a tractor.

More on that next time.

Side Stare, a New Threat for Power Rangers RPG.

General Gnarl called upon Side Stare when his latest scheme failed.

A large skeletoid monster with its head permanently leaning to the right.

(Artwork to come. Sorry. My ambitions exceed my art talent.)

Side Stare: Gnarl’s Enforcer
Typical THREAT LEVEL: 8
SIZE: Normal | HEALTH: 8
TOUGHNESS: 14 | EVASION: 17
WILLPOWER: 16 | CLEVERNESS: 15
GROUND MOVEMENT: 40 ft.
General Gnarl called upon Side Stare when his latest scheme failed.
SKILLS:
Might- (*Staff) +d8
Initiative: +d6 (+d10)
Targeting (*Eyebeams: +d8)
Deception (*Distraction) +d10
Languages: Putty, English

PERKS:
Fast. Initiative +d10
Medium Armor Shell.
Eyebeams Wicked Accuracy. No Snags outside weapon range. +2CS within 10′
ATTACKS:
Eyebeams: (Targeting) +d8* or +d12* within 10′; 2 attacks per round. (Evasion, Range: 40/75, 1 Energy + 1 Stun.)

Staff of Nekros: Side Stare possesses an ancient staff of unspeakable magic power. It can perform one of three different attacks per round.
1. Melee. (Might +d8*) Reach. 2 Handed. w Energy 2.
2. Energy Wave. (Targeting +d8) 2x/Scene Range 40′ Multiple Targets Evasion Energy 3, Stun 2, Successful hit knocks prone.
3. Summon Skeletoids. 3x/Scene. See below.

POWERS:
Staff of Nekros: In addition to the melee and ranged attacks, the staff exhibits the ability to manipulate energy. 3x/Scene, it allows Side Stare to summon 3d6 Skeletoids. *Same statistics as regular Putty Patrollers with armored skeletal appearance. The staff may possess other powers that have not been explored.

Side Stare is always accompanied by 1d6 Putty Patrollers at all times.

Hang-Ups:
Side Stare is very conscious of his appearance. Due to a battle injury, his head permanently rests on his right shoulder. No magician or chiropractor has been able to fix it.

Stay tuned for the Gigantified version coming soon!

Thoughts On a New Space Campaign.

‘ve been inspired by “The Orville” as it is somewhat as I imagine someone’s starship RPG campaign to look like. Unlike other TV series that take themselves too seriously at times, I think many RPG groups do pretty much insist on dropping some witty side banter and the occasional humorous situation.

Picture, if you will, “The Orville” using Star Frontiers Rules.

The sheer awesomeness of Space Freighter One.
Art by @tinyworld96

Gonna try to make my friend on Twitter, @FreighterOne proud with this one. I’m contemplating writing a short series of adventures or at least an outline for 9-12 episodes. It’s going to be centered on a smaller starship crew (the PCs and a few select NPCs) traveling through space and their wacky adventures every week.

I’ve been inspired by “The Orville” as it is somewhat as I imagine someone’s starship RPG campaign to look like. Unlike other TV series that take themselves too seriously at times, I think many RPG groups do pretty much insist on dropping some witty side banter and the occasional humorous situation. I think gamers tend to take things less seriously than Hollywood most of the time, anyway.

The only question I’m having currently is which system to use?

Nothing new, right? I’m always sort of hemming and hawing about which system I want to use for any given game. This is a campaign calling for something easy to learn, easy to play, fast and fun. This campaign will be designed around getting a group together for about a dozen sessions, so nothing too complicated.
My short list of contenders for this game:

  • ICRPG by Runehammer. Warp Shell gives us some sci-fi/space context. It’s a very easy system to work with. I could almost create a generic series of adventures and fill in the details later.
  • FATE by Evil Hat. This game company has been on a roll as of late. I like FATE for its simplicity, ease of adaptation and spiffy dice.
  • FrontierSpace by DwD. I mentioned Star Frontiers earlier. This is sort of the next generation of SF. It’s a bit crunchier than the previous two games. I like it a lot because of its harder sci-fi edge.
  • D6 System by West End Games (Nocturnal Media.) I mean, it worked for Star Wars, right? Plus I can design ships and characters in my head in less time than it takes me to write them down. I can still run this game blindfolded.
  • Shatterzone by West End Games (Precis Intermedia.) If you follow my blog, you probably know I have lots of love for old WEG products and Precis Intermedia for keeping some of them going. Shatterzone has awesome backstory and a deep world design, but it is a bit crunchier than everything else on the list.

Other thoughts included Starfinder, Cortex, SWADE, EGS, MCC, and even D&D 5E. I’m trying to minimize the crunch and find a base set of core rules that most players will have good access to. At the same time, I want a product that is more easily licensed in the event I decide to publish the campaign on DriveThruRPG.

I think with Spelljammer coming out soon, it might be fun to run a space game for a few weeks. You can only do so much fantasy, right? I think a space game set in Earth’s future might be a fun change of pace.

The next part of the series will be the first two episodes.

I like to link the first two episodes of any campaign together and usually the last two or three episodes. What can I say? I take a lot of RPG inspiration from TV and movies. My more structured campaign style functions very well with that format.

I want to do all of this without railroading the players, but unfortunately most published RPG campaigns and many adventures tend to be somewhat railroady in their presentation. I have learned a lot from Monster of the Week in terms of presentation, though. I might create episodes as missions this time.

Thanks again for stopping by. Space Freighter One isn’t helping me with any game development and probably has no idea I mentioned it. I just really wanted to give a friend a shout-out. Please go visit their site if you get a chance. I can’t think of humor and starship without thinking of SFO.

DCC Catacomb of the Wolf Lord Room: 2-2

The floor inside is grassy, covered in autumn leaves in many colors and shapes. The room has a warm, homecoming feel to it. The group is flooded with happy memories of warm meals and family at home. It’s as if they were being welcomed back after a long voyage.

You’ve faced the trials in the Happy Hunting Grounds, and now you emerge back into the hallway as if you had never left.

There remains about 10′ of dusty hallway before a tall stone arch decorated with faintly glowing blue arcane symbols all the way to its point. The room beyond appears a bit hazy, but parts of a very large skull can be seen in the room lying on the floor.

As the group approaches the arch, the runes glow a little brighter. No one has disturbed the dust on the floor in centuries.

Note to the Judge: the runes are intended as a red herring. At your discretion, there could be a force field barring the entry of the impure, but if they survived the trials of the Happy Hunting Grounds, then they should be allowed access. The mundane explanation for the runes is that they were part of the ritual allowing the body of the Wolf Lord to be entombed.

(Map to follow)

As the group passes through the archway, the room is illuminated with the warm glow of autumn dusk.

The room lights up and the bones of an enormous wolf lay in front of what appears to be a gigantic tree on the back wall. Puzzling, because there is no tree on the surface that corresponds with the roots/trunk.

The floor inside is grassy, covered in autumn leaves in many colors and shapes. The room has a warm, homecoming feel to it. The group is flooded with happy memories of warm meals and family at home. It’s as if they were being welcomed back after a long voyage.

There is a great deal of open ground in front of the party. In front and to the right are the bones of the Wolf Lord’s corporeal body. To the left are the bones of a human skeleton dressed in ceremonial robes. A grimoire and a journal lie next to the body, along with a medium sized chest.

Before the group gets a chance to investigate the body, a portal opens on the left wall. 5 large, snarling, hideous, frightening werewolves led by some sort of huge wolf demon burst through it!

Demon Werewolves: Init +7; Atk bite +8 melee (1d8+2) Claw +6 melee (1d6+2) ; Crit 19-20; AC 16; HD 4d6+4 ea; MV 40’; Act 1d24+ 1d20; SV Fort +6, Ref +6, Will +5; AL C. Infravision. Return to home plane when destroyed.
Immune to non-magical weapons or natural attacks from creatures of 3 HD or less; half damage from fire, acid, cold, electricity, gas. Vulnerable to Magic Weapons, Silver, Cold wrought Iron and wolfsbane.

Being bitten by one of these creatures causes a debilitating form of Lycanthropy. Fort Save DC 15. If afflicted, the character will rise on the next full moon as a minion of the Werewolf Lord under the control of the Judge. A meal of raw meat must be consumed each time the character transforms or lose 1 point of Stamina each night and transform again each night regardless of the moon until such a meal is consumed. The character’s alignment will also gradually change to Chaotic if it wasn’t already. The disease can be cured by the Remove Disease or similar higher level spell.

These Large werewolves are led by the Demon Servant of the Werewolf Lord. Their sole purpose is to prevent the reawakening of the Wolf Lord. The Demon Wolf servants of the Werewolf Lord are larger than average wolves with thick black fur, red eyes and sabretooth fangs.

Alpha Servant of the Werewolf Lord: (Type III Demon) Init +7; Atk bite +10 melee (1d10+2) Claw +9 melee (1d8+2) ; Crit 18-20; AC 17; HD 6d6+6; MV 40’; Act 1d24+ 1d20; SV Fort +6, Ref +6, Will +5; AL C. Infravision. Return to home plane when destroyed. Immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half-damage from fire, acid, cold, electricity, gas; Vulnerable to Magic Weapons, Silver, Cold wrought Iron and wolfsbane. Being bitten by this creature applies a debilitating form of lycanthropy. (See above.)

This Huge beast has been sent to kill anyone attempting to awaken the Wolf Lord from his slumber at any cost. He appears similar to the Large members of his pack, but more horrible, frightening, and hunched over.

*At the Judge’s discretion, the werewolves may teleport away at 3/4 of their starting hit points, choosing to face punishment at the hands of their master.

After the battle, the Wolf Lord appears.

Read aloud:
As soon as the last of the demons falls, they all vanish into dust. The Wolf Lord appears as a light blue, glowing ghost of his former self.
“Thank you for coming to me after these long years of rest. Unto you I will bestow a few humble gifts. After you return to your world above, please spread the word of my return to the forests and hills of my home world. You are akin to my pack now. I will forever be in your debt.

The group will have the opportunity to speak to the Wolf Lord and ask as many reasonable questions as they like. The Judge is free to fill in the details. The Wolf Lord is benevolent and considers the group to be his new pack.

The Wolf Lord will allow the survivors to speak with fallen members of their group. He would be able to revive a fallen member of the group if they request it. Otherwise, fallen PCs may be resurrected as wolves or allowed to return to The Happy Hunting Grounds if they wish.

Loot: The sword Wolf’s Fang will be awarded to whoever carries the wolf’s tooth. The cloak will be awarded to a suitable roguish type. The Grimoire that explains the Wolf Lord’s Coven and benefits of converting to being one of his followers. Finally, the witch’s journal details 3 new spells specific to the Wolf Lord and those who follow him.

Once the group is done collecting their loot, a portal appears in the tree roots behind the wolf bones. It leads back to the surface above. It closes once everyone steps through.


Old Guys Still Get a Bad Rep.

Do what lights you up. Spend energy, money, and time toward people and things you love. Life is too short to waste it on hating things. Ultimately it doesn’t accomplish much of anything.

Change doesn’t happen overnight.

Some of us have been around long enough to know this, especially in the tabletop roleplaying game sphere. I know a lot of us are looked upon by the younger gaming crowd suspiciously, questionably, even with disdain sometimes. The term “Old Grognard” has become akin to an unfortunate stereotype on social media.

I mean, I have a kind of a thick skin when it comes to social media and the internet having been a veteran of many flame wars and troll battles. My recommendation is- Don’t feed the trolls. Disengage. Delete. Ignore. But when it comes someone disparaging all of us OGs (*Old Gamers,) I feel compelled to say something.

Diversity and inclusion have to extend both ways, or at least an attempt needs to be made.

Look, I get that some of us “old” codgers need some encouragement to give up our old, tired ways and long held beliefs. Up until about seven years ago, I was a straight-up ass at times. I’ve said my share of absolutely dumb, hateful, regrettable things in my time. Many of them were unintentional. Still, there are regrets.

The important lessons here are that I’ve learned from years of mistakes. I’m honestly not a racist, homophobic, transphobic arse. I never have been. I don’t hang with Nazis. I have a pretty diverse number of friends from all over the place. Honest, as long as you’re not a hater, we can probably find common ground.

I get it. Old cishet white guys have made a mess of things.

And yet somehow we keep putting them in charge of the United States. (Don’t get me going…) I can’t fix them or their actions any more than I can change the color of my skin. All I can do is the best I can and try to teach my children to do the same.

The same applies in the sphere of TTRPGs as well as many other things in life. It’s not my place to apologize for what others have done. I can’t learn their lessons in life for them. Just like I can’t create world peace by unifying the world under one Creator/Source/Universe or set of divine principles. That’s why it’s called “free will.”

What I can do is a whole different matter.

I love life. And the day I really embraced the notion that ultimately we are all linked together cosmically changed me. My Higher Self knew this. I just had to remember it. (*This is me speaking from the heart. No, I’m not in some New Age Cult or anything.) Here’s the number one message I have for anyone who feels the need to try to influence the behaviors of others by cramming politics, religion, or hate down their throats- DON’T!

I love you, family. All you can ever do is stand up and present your views. What others decide to do with it is up to them. Yeah, it kinda sucks sometimes. But sometimes it’s just enough to help someone turn the corner.

Other times, it’s just better to walk away.

They’re here to learn, too. All of those enraged, hateful, spiteful Internet trolls? Yeah. We don’t have to cancel them. Just don’t give them an audience. Don’t buy into the product. Listen to people you do resonate with.

Do what lights you up. Spend energy, money, and time toward people and things you love. Life is too short to waste it on hating things. Ultimately it doesn’t accomplish much of anything.

“The best revenge is no revenge.”

Unfortunately, I’ve forgotten who said it, but it’s true. When it comes to social media, Unfollow, Block, and Ignore are your best friends. Heck, it’s anonymous to report people on every platform I’ve been on. If someone is being overly horrible toward others, Report them, please. It’s the platform’s job to police itself.

Wait, are we still talking gamer stuff?

Believe it or not, yes I am. I see examples from all sides of the conflict in the #ttrpg space every day. Every time I log on, I’m reminded that, yeah we have some “Old Grognards” in the community that are awful toward others for race, gender, sexual preference, and so forth. It’s not the f*ck okay!

Then we have just as many folx who want to see them canceled. Heck, some probably want to see me canceled. (I’d rather deal with them than the guys who want to tie me up in the woods…) It’s not about the crusade to stamp out everything that offends. It’s about building up a community and showing some caring regard for one another no matter who they are. (*As long as no harm is intended toward others.)

I’m not perfect. I am more than happy to make amends when I stick my foot in my mouth. Many OGs won’t. In fact, the OGs who never apologize are usually the ones who get “us” in trouble. The broader stereotype makes every action by a handful of misguided individuals reflect poorly on the rest. (*If you only knew how many times I had to retype that.)

Ready to go back to talking RPGs again.

I get pretty wound up about this topic. Sorry. All I can do is try to set a good example of being a good example. All I ask is that others try to do the same. Please, support one another regardless. Be kind. Be thoughtful. Try to show some empathy.

If peace, love, joy, and prosperity FOR ALL aren’t your thing? Well, please feel free to block, unfollow, and ignore me, too. Heck, if I’m somehow offensive, feel free to report me. (It wouldn’t be the first time.)

Thank you for being here. I appreciate you with all my heart. Love my #ttrpgfamily. Take care.

1d12 Random Potion of Appearance Effects for any Fantasy RPG.

Roll 1d12 and consult the following table. Potion effects wear off after 1d12 hours when applicable. AND

Roll 1d12 at least once per travel session.

Roll 1d12 and consult the following table. Potion effects wear off after 1d12 hours when applicable.

  1. Slow Shrinking: Character loses approximately one inch of height per minute for 1d12 minutes.
  2. Slow Growth. Character gains approximately one inch of height per minute for 1d12 minutes.
  3. Hair Growth: Character grows 1d12 feet of hair uncontrollably, even from places hair doesn’t normally grow! Can be cut/trimmed/shaved as normal.
  4. Hair Loss: All of the character’s hair falls out. Grows back as normal over the regular number of days/years.
  5. Skin Thickening: Character suddenly grows a full inch deep layer of thick, callused, numb skin over the entire body. Returns to normal when the potion wears off.
  6. Bright Glowing: Character begins to glow brightly after 1d12 minutes. Regardless of clothing/armor, the glow is as bright as an open bonfire until it wears off.
  7. Opacity Reduction: (This one is kinda euww.) Character’s skin becomes 90% transparent. Whatever muscles, bones, or blood vessels are under the skin become visible until the potion wears off.
  8. Toenail Growth: Fingernails/Toenails and even horns/claws permanently grow 1d12 inches until trimmed/cut.
  9. Bizarreness: Character’s eyes, ears, nose and mouth sprout 1d12 inch tentacle stalks, wiggling about on the ends. Character must concentrate to look in a specific location until the potion wears off.
  10. Sweaty Mucus: (This is pretty euww.) Character emits a thick, green, slippery, strange-smelling mucus through pores in the skin until the potion wears off. Bonuses/Penalties subject to GM approval.
  11. Bug Eyes: Character’s regular eyes are replaced by large, geospherical insectoid eyes until the potion wears off. If the character was already an insect, the effect is reversed giving human appearance until it wears off.
  12. Awkward Bloating: Character puffs up like a marshmallow. No physical effects, it just looks inflated.
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1d12 Temporal Fantasy Forest Camping Hazards.

Roll 1d12 at least once per travel session.

  1. Swarming Mosquitoes of Unusual Size: They are huge. Camp was accidentally set too close to their breeding ground. They bite. The may possibly be carrying disease. They are large enough to carry off a fully loaded pack mule en masse. Fire and smoke repel them.
  2. Quick Mud: Character rapidly sinks 1d12 feet into a seemingly normal patch of ground. Drowning may result per quicksand rules. (1d12’x 5′) x (1d12′ x 5′) patch of ground.
  3. Contaminated Water Source: A magic user upstream has dumped a bunch of magical potion ingredients and it ended up pooling near camp. Drinking and cooking with this water may likely have some freaky effects. Bathe in it at your own risk.
  4. Whirling Dervishes: Strike the camp randomly at awkward momentsThese miniature tornadoes are attracted to the spot where the group has set up camp. They will blow tents around, possibly spook the group’s animals and extinguish campfires. Overall they are harmless, just very annoying gusts of wind.
  5. Ants! If you thought the mosquitoes were bad, these ants are more efficient and apparently hungry. The group must have accidentally set their campsite up near the ant hill. The ants will make off with as much food and other edible provisions as they can carry.
  6. Magical Magpies: nest nearby. They are harmless, but imitate the voices of any conversation within range making things very confusing.
  7. Dungeon Entraaaance! Somehow the group manages to set up camp near the entrance to an abandoned underground complex of the GM’s making. One character will accidentally fall into a hole leading to the complex. Lucky them?
  8. Raspy Berries: Raspberries plucked from a nearby bush seem perfectly normal. For some magical and unknown reason, these berries cause whoever eats them to be afflicted with a hoarse, raspy voice for 1d12 hours.
  9. Mice: These mice live in a nearby tree stump and will try to sneak into camp for food, warmth and polite conversation. They are harmless regular mice except they are moderately intelligent and can speak. Let the cartoonish antics begin!
  10. Fungus Among Us: Rapidly advancing magical moss from nearby trees blankets anything it touches in a matter of hours. It covers one 5′ square per hour advancing toward the group’s campsite. It is otherwise harmless, just slimy and annoying.
  11. Spiders! These extremely zealous web weavers cover the area while the group sleeps in sticky white webbing. There is a chance the group can see these mostly harmless pests coming by observing their surroundings. However, if the group stumbles too close, a hatching cloud of the baby arachnids might rain down upon them. At least they’re not venomous.
  12. Freaky Firewood: The group has managed to acquire firewood from a sleeping treant. Hopefully they only picked up discarded branches from the ground nearby, but it might wish to speak to them about that fire. (Intended as a non combat encounter.)

d12 Tables Terrain for Hex Crawl

The starting hexes for my DCC hexcrawl campaign. These tables have not been thoroughly tested yet. Constructive feedback welcome.

Working on building random Hexes and Events for my Dungeon Crawl Classics Hexcrawl game.

Roll 1d12 or choose as appropriate.
(If the Judge deems necessary, the terrain may match a connecting hex.)

  1. Chaos! Roll on the Elemental Chaos table.
  2. Arctic. Snow and ice everywhere. Sudden windstorms and freezing temperatures.
  3. Tundra/Taiga. Frozen plains with some forested area possible.
  4. Civilization! Roll for size and disposition on Urban Settlement table.
  5. Temperate Forest. Deciduous Trees and conifers. Fairly dense underbrush.
  6. Plains. Grasslands with an occasional tree or pond.
  7. Grassy Hills. Rolling hills covered in grass. Occasional tree or pond.
  8. Water. Could be the start of an ocean or just a lake or river. Roll 1d12 for adjoining hexes. 1-7 = Water (same type.) 8-12 = Land.
  9. Swamp. Thick vegetation. Lots of water. Lots of living creatures.
  10. Desert. Sand everywhere. Very little by way of water or vegetation.
  11. Mountains. Jagged rocks, valleys, canyons and of course, mountains.
  12. Jungle: Vegetation thick and overgrown everywhere. Very warm.

Elemental Chaos Subtable:

  1. Water
  2. Ice (Water/Air)
  3. Steam (Fire/Water)
  4. Mud (Water/Earth
  5. Earth
  6. Dust (Air/Earth)
  7. Magma (Earth/Fire)
  8. Fire
  9. Smoke (Air/Fire)
  10. Air
  11. Aether (Ghost/Spirit World) Keeper may wish to roll terrain above.
  12. Astral! Air is still breathable, but all other terrain effects are completely chaotic.

Civilization and Ruin Subtable

Roll 1d12 or choose if Keeper deems appropriate.

  1. Necropolis: There once was a thriving settlement here. Now abandoned and in ruin. Could easily be populated by any number of creatures, demons, or un-dead.
  2. Empty.
  3. Small settlement, no larger than 100 beings.
  4. Road. May be only traces of an old road or trail
  5. Village. 100-200 beings.
  6. Dungeon! An underground complex filled with treasures and monsters.
  7. Eerily Empty.
  8. Abandoned settlement or village. Why is it empty now?
  9. Hidden settlement. 1-120 beings living in the terrain out of sight.
  10. Town. 200-300 beings with most amenities, trade, and services.
  11. Hidden lair: A dragon, demon, powerful un-dead, elemental, giant, or other huge nasty dwells here out of sight.
  12. City or large civilized area. May include a castle, keep, or fortress.
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