Monday, October 14, 2013

Monstrous Mushroom Kingdom Monday - Part II

Nearly as ubiquitous in the Mushroom Kingdom as Koopas and Goombas are the Piranha Plants. These carnivorous plants range in size from the height of a man to the height of a tree, and while (usually) immobile can reach a surprising distance. Each individual plant consists of one toothy pod on a stalk, although groups of Piranha Plants have been found growing in tangled clumps.

Art by RottaC

Encountered: 1 (1d4)
Alignment: Chaotic
Size: Medium/Large
Movement: 0
Dexterity: 7
Armor Class: 8 (11)
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 12
Experience Points: 24
Treasure Class: M
Special: Once per turn, the Piranha Plant can shoot a Fireball as a 3rd-level magician.

Monday, October 7, 2013

The Return of Monstrous Monday - Mushroom Kingdom Edition

Some of you may recall that last year about this time there was a big blogfest organized by Tim Brannan to post a bunch of monsters on October 29, as well as on the Mondays leading up to that date. Well, Tim's too busy to host a sequel this year, but when I came up with the idea to do Mushroom Kingdom Monsters I couldn't pass it up.

Art Via AdamsPinto
The genesis of this idea was a thread on RPG.Net titled "Hyboria + Mushroom Kingdom = IT WON'T GET OUT OF MY HEAD!"  True to the title, the idea has stuck with me ever since, occasionally inflamed by finding a neat piece of artwork to go with it. All sorts of different rulesets and play-styles have been suggested - there's a particularly nice Savage Worlds netbook by Jeremy Puckett that plays things fairly straight, for example - but the mode that most interests me is the slightly gritty, D&Dified sword-and-sorcery take on it. What, after all, is the difference between Mario and John Carter except that one landed on Barsoom and the other in the Mushroom Kingdom?

OK, that might be a bit of a stretch. Still, the setting has the idea of extra-dimensional visitors built right into it, and they might as well be a motley band of fighters, barbarians, and wizards as a family of ethnic handymen. Either way, they're going to need something to fight, which brings us back to Monstrous Mondays. Each Monday this month I plan to stat up a few iconic Mushroom Kingdom Monsters for Astonishing Swordsmen & Sorcerers of Hyperboria, that being the particular flavor of OSR I think fits this take on the setting best.

To begin, then, we'll start with the Goomba and the Koopa - not very impressive individually, to be sure, but a hoard of them is perhaps a different matter.

Goomba: An intelligent, ambulatory fungus at home in many environments, from deep caverns to scorching deserts.
Art Via D-MAC

Encountered: 1d4 (1d6+3)
Alignment: Neutral
Size: Small
Move ment: 10
Dexterity: 5
Armor Class: 10 (9)
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 11
Experience Points: 10
Treasure Class: M
Special: 1-in-12 chance per encounter that one Goomba will be piloting a Goomba Shoe (see below).

Koopa: This humanoid turtle is often found serving as the main trooper in the armies of the King Koopa.

Encountered: 1d4 (1d8)
Alignment: Neutral
Size: Medium
Movement: 30 (Swim 20)
Dexterity: 9
Armor Class: 6 (13)
Hit Dice: 2
Attacks: 2 (bite/claw)
Damage: 1d6/2d4
Saving Throw: 16
Morale: 8
Experience Points: 20
Treasure Class: M
Special: When reduced to 50% Hit Points, the Koopa must pass a morale check or retreat into his shell for 2d6 rounds. Once killed, the Koopa's shell can be fashioned into a suit of AC 7 (12) armor or an AC -1 (+1) shield.

Goomba Shoe: This strange device of unknown origin resembles nothing so much as a giant green boot with a windup key. If piloted by a Small or Medium creature, it provides an AC of 8 (11) and a 1d8 Jumping attack within their standard movement range. All known examples were originally discovered being piloted by Goombas - where they got them from remains a mystery.

Sunday, September 22, 2013

Transmission Resumed

You know, of course, about the Suppressed Transmission.

But just in case this is the first you've heard of it, I shall Illuminate you. Back in 1998, Kenneth Hite, an all-around expert on conspiracy theory, Lovecraftania, and High Weirdness of all varieties, was given a column in Steve Jackson Games' Pyramid magazine for the purpose of writing about, well, conspiracy theory, Lovecraftania, and High Weirdness of all varieties. The column, Suppressed Transmission, became wildly popular, and a fraction of the columns were collected, annotated by Ken, and published in two highly-recommended collections.

Unfortunately, those collections represent the only currently available examples of the Transmissions, and official word is that further collections are not forth-coming (this based of the sales of the PDF versions of the books to date, hint hint), at least not this year. There is, however, another source for those desperate for a semi-regular, bite-sized pieces of weird brilliance - for the past few months, Pelgrane Press has been publishing articles by Ken under the precise, if prosaic, name of Ken Writes About Stuff - said Stuff consisting largely of (all together now) conspiracy theory, Lovecraftania, and High Weirdness of all varieties.


Now, I don't want to give anybody the wrong idea - despite my choice of post titles, there's no official continuity between the two projects. And indeed, there are a few significant differences - most striking, if not especially surprising, is the occasional reference to the GUMSHOE system rules, especially in the monster-centric ones. Lovecraftian monsters, of course - the one of these that I've read is "Hideous Creatures: Deep Ones", and a significant portion of the document is spent showing various ways that different skills could be used to detect Deep One activity. The ideas for giving different Deep Ones a variety of powers and motifs also tend towards the stat-specific, although they're quite useful apart from the system as well. Of course, there's plenty of ideas that aren't system-specific, too - the "world tour" of fish-men myths given a Lovecraftian slant felt especially close to the spirit of the Transmission.

The other KWAS that I've read thus far, "Die Glocke", is a much better example of the effect - Ken has himself described it as "essentially a double-length* "Suppressed Transmission" on" a lost (if it ever existed, which is in considerable doubt) Nazi science experiment. What, exactly, it might have been - options range from a nuclear testing device to a time machine - and where, exactly, it may have ended up is investigated in the typically far-ranging manner, with the system intruding only in the last few paragraphs which custom-fit the ideas into the various GUMSHOE settings.

Much like its Suppressed predecessor, the various KWAS installments cover a wide range of subjects - the "Hideous Creatures" sub-series is the most frequently recurring element, with articles covering not only Deep Ones but also Shoggoths, Ghouls, Mi-Go, and the Hounds of Tindalos - and that's just the ones that have been published or announced. There's very GUMSHOE-centric ones, under the "Zoom" sub-title (Martial Arts or Mind Control, anyone?), and more setting-heavy ones like the newly available "Moon Dust Men", which looks like it'll be all about the Cold War, UFOs, conspiracies, and the secret veil between the mundane and the fantastic.

A typical Ken Hite product, in other words.

BREAKING NEWS: Just before posting this, I have discovered that the entire first year's worth of Ken Writes About Stuff - including the ones yet to be published - is available as part of this week's Bundle of Holding collection. Ordinarily I would say that the ability to pick and choose the most interesting articles is, for a collection like this, an improvement over the subscription model. Given the Bundle's set-your-own price methodology, however, this week may present an opportunity to check out the whole range at a bargain price.


*He's being a bit modest here - the average Transmission takes up about three pages in the PDF collections, while the KWAS articles are 10 - 11 - counting the cover and title page, of course.

Friday, August 2, 2013

Dwarves on the March

Art by DusanMarkovik
There's been quite a bit of discussion lately about a certain Dwarf-themed RPG Kickstarter that's been, well, failing to live up to its awesome-sounding premise. Happily, I didn't end up being one of the now-disappointed backers, but from time to time I've pondered the idea of an all-Dwarf fantasy game - I'm quite fond of them, even if they can get a bit stereotypical. Such a campaign would probably involve either the building of a new Dwarven stronghold (ala Dwarf Fortress), or the rather similar activity of resettling a previously abandoned one (ala Balin in Moria in between The Hobbit and The Lord of the Rings).

If that project ever gets off - or under, as the case may be - the ground, there have been a few interesting resources lately being posted around the 'net that would be worth consulting.

The first and most amazing of these is "Beards & Beers: All Dwarf Campaign Generator" by Jack over at Tales of the Grotesque and Dungeonesque. Nine different random tables are involved, either d10 or d12, mostly describing clan trappings that can be used to combat a bit of the Dwarven sameyness that tends to crop up.

Possibly inspired by this, we have the d100 Dwarven Dungeon Dressings table from Elfmaids & Octopi, which is pretty much exactly what it sounds like. I'm particularly intrigued by the thought of traps that only affect those taller than Dwarves.

This one is from a month or two ago, but Dyson's Dodecahedron has the d12 Dwarven Subclasses list as part of an ongoing series of Subclass posts. And of course, while you're over there you should check out the maps for which Dyson is deservedly famous (the Mapper's Challenge, in particular, looks like some maps I've seen of Moria. Hmm . . . )

Via Subterranean Design
And of course, I have previously mentioned the Random Clan Feud Generator hosted at From The Sorcerer's Skull, just the thing for giving the PC Dwarves a break from endless battles against Goblins, Orcs, Kobolds and Elves.

Actually, that gives me an idea - so you have a huge, semi-abandoned dungeon your player's clan of plucky Dwarves are intent on colonizing. Why, if there's any benefit in doing so, wouldn't other clans -especially of course, Those Guys that the PCs have a particular problem with - want to do the same? Have the players generate their clan with the Beards & Beers rules, do the name for the antagonist clan, stick them both in the same dungeon - sounds like a pretty Dwarvish campaign premise to me.

Thursday, June 6, 2013

FATE of the Empire

Well, I promised to let you know when the non-Kickstarter versions of Fate Core and FAE* were available, and it seems that "when" is "now".

No gorillas, but that creature on the punk-witch's shoulder could be a tiny monkey.
Or a ferret, it's a bit hard to tell.

As promised, the PDFs are priced at "whatever you want" - the link above has links to download ZIP files of both games (in addition to various character sheets and other miscellany), free and clear. After that, this page explains how to use Paypal to donate your chosen price directly to Evil Hat. Or, if you prefer, the games are also listed at DriveThru - also pay-what-you-want, with suggested prices of $5 for Fate Core and $2.50 for FAE.

Coincidentally, I recently came across another Kickstarter project that uses Fate Core as the ruleset for a particular setting - in this case, the steampunk world of the Ministry of Peculiar Occurrences novels by Tee Morris and Pip Ballantine. In particular, the novels follow the adventures of two agents of the titular Ministry, which protects the British Empire from the strange and bizarre - which, refreshingly, has here more of a mad science/conspiratorial slant to it than a supernatural one.

Unusually, The Ministry Initiative project is working on funding both an RPG and a fiction anthology, each available separately at different pledge levels (there are of course levels that combine the two). Time will tell if this approach was a good idea - with just over a week left, the project is only about half funded. Still, I thought the two two novels written thus far were pretty good, and the X-Files/Warehouse 13 type setup lends itself particularly well to tabletop gaming.

*That's short for Fate Accelerated Edition, folks!

Sunday, June 2, 2013

Monster Hunter Interdimensional

The other day, Tim Knight of HeroPress made a post showcasing various adventuring parties from fantasy films and television shows. This in turn inspired Mike at Really Bad Eggs to make a similar list of the various cinematic versions of the Three Musketeers. That in turn got me thinking, about other often-gamed genres that lend themselves to ensemble casts. As I've recently been reading over the backer PDFs from the Monster Hunter International Kickstarter*, well, this was probably inevitable:









*Which came out great, incidentally. When it's available for purchase I'll be sure to mention it again.