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 Post subject: Re: The Onderland Campaign
PostPosted: Mon May 24, 2010 12:54 am 
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Another game of the Ondish! This closes out my little series on Ondish sports and should allow the GM to have a number of things for characters to do at the typical Ondish fete or gathering. Enjoy!

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The Sport of the Ondish – Hadaul

From the library of the Jarl – “Hadaul is a rough and tumble game enjoyed by the Ondish. The contestants or "roblers" (typically a maximum of twelve and a minimum of four) pay an entry fee that becomes part of the prize money. The prize is placed on a pedestal in an inner maroon circle, four to eight feet in diameter.

Surrounding it are three concentric circles, each ten feet wide, colored (from innermost outward) yellow, green and blue.

The players begin in the yellow circle, as "yellow roblers".

The object of the game is to eject the other roblers by any means from the playing field. A robler who is thrown out of the yellow circle can no longer return to it. The same applies to the green ring, while a player tossed out of the blue is eliminated from the game. There are few if any rules. Players can ally with each other or equally easily betray one another.

It is possible for a hadaul to end with a single robler in each of the three circles, in which case the prize is split up in the ratio 3-2-1.

Note, a yellow robler can choose to enter either of the other two rings without penalty and try to eliminate another player in order to increase his share of the winnings, though he risks being thrown out himself.

Similarly, a green robler can try to eliminate a blue robler. Referees declare when the game is over.

However, a green or blue robler can then wager the amount of the yellow robler's prize and re-enter the yellow ring to start the game anew. Though a challenger can put up an amount equal to the prize, the winner need not accept, depending on the local rules in effect. If the challenger pays double the amount, the previous winner can no longer decline, unless he has been incapacitated. The challenge match is often fought with "knives, staves, or, on occasion, whips," but even a friendly hadaul can result in a corpse.”


The “long-play” version of Hadaul can certainly be played using the existing combat/wrestling rules for TroS, however a “fast play” option could be easily adopted, such as using contested REF/TN8 rolls (with a “robler” facing multiple opponents being required to have more successes than either of his opponents in order to remain in his current ring.) to resolve attacks and defense.

Let us now cut to the Hadaul referee as he pumps his fist and roars "PLAY HADAUL!!"

Phil

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 Post subject: Re: The Onderland Campaign
PostPosted: Mon May 24, 2010 10:24 am 
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That's a very cool game! Is the robler in an outer circle just forbidden to enter the inner circle with his feet or is he forbidden to manipulate the inner circle in any way? I mean, let's have two roblers grappling in the yellow circle. Now, is it a legitimate move for the third robler in the green circle to grab one of them (or both) and pull them into the green circle, if he doesn't set his feet into the yellow area?

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 Post subject: Re: The Onderland Campaign
PostPosted: Mon May 24, 2010 12:47 pm 
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The Ondish are not the most sophisticated of sportsmen, and as you surmised, it is deemed perfectly acceptable to grab another robler and pull him into your circle and fling him into the next. Most players are wise to this trick and actively avoid being on the side of their circle that would allow for such easy grabs. The flip side of the coin would come if the robler in the green circle somehow lost his struggle in attempting to drag a yellow robler into his circle, and instead got pulled back into the yellow. Thats an automatic disqualification, so it can be a bit tricky...

Phil

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 Post subject: Re: The Onderland Campaign
PostPosted: Fri May 28, 2010 4:19 am 
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Another weird creature for your enjoyment! I was going for more of a Lovecraftian theme with this one.

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Mind Devils of the Onderland – the Djöflar

From the library of the Jarl – “The Djöflar, also known as “Mind Devils”, are a horrid menace so alien in composition that most savants agree that they are ultra-mundane in origin, although there is debate as to whether they are able to travel between their point of origin and the Onderland at will or if they have become trapped here.

When encountered, Djöflar generally masquerade as human, covered in robes and cowls or full-body armor so that no flesh is visible. Should this disguise be penetrated, their inhuman nature is readily apparent: Djöflar are large, eight-armed cephalopods resembling octopi. Unlike marine mollusks however, the mantle of the Djöflar is a thick, rubbery flesh of silvery-gray color which resists drying out in our atmosphere and is also highly resistant to injury.

Despite the consistency of this flesh, the mantle is highly malleable: a Djöflar can flatten itself to some 6 inches in depth, stretch to 10 feet in length, or balloon into a rough sphere of 5 foot diameter. This amorphous quality allows the Djöflar it’s masquerade in front of humans as it shapes itself into vaguely humanoid outlines and then uses two arms apiece to substitute for each of a human’s four extremities. The observant thus occasionally penetrate a Djöflar disguise when they notice that it’s “hand” seems to consist of two large fingers (actually, the ends of two tentacles).

Mind Devils are, by the standards of men, subtle and cruel beings who seek their ends by devious methods and prefer to torture their enemies rather than to kill them quickly. What exactly they want is unclear, although it has been plausibly asserted that they were involved in a shadowy struggle with the Wissen for many years for dominance of the Onderland, though mercifully few are encountered in our modern age. Their plots were regarded by ancient scholars as convoluted in the extreme.”


Unlike octopi, the tentacles of the Djöflar do not have suckers. They are, however, extremely powerful (STR12); indeed, it could rightly be said that the Djöflar is one huge muscle. The upper side of a Djöflar contains seven eyes arranged in a circle around what might be called “the head”.

The monster’s mouth in located on the underside: it is a circular aperture ringed with teeth, not unlike that of a leech, surrounded by multiple, smallish tentacles to guide the food into the maw. Once a Djöflar gets a bite onto something, it requires a contested STR/TN8 check to pull away, although doing so results in 1 level of wound damage from the tearing away of the flesh.

However, the physical threats of the Djöflar are the least of it’s abilities for all members of the species are potent psychic sorcerers. This is the origin of the name “Mind Devils”. They display racial predisposition towards the discipline of mental manipulation and always possess at least one of the following powers: Occultation, Empathic Projection, Hallucination, or After Images.


Occultation
Duration: 1D10 Rounds/Minutes Range: Self
This subtle mesmerism allows the Djöflar to turn himself invisible by literally preventing people from seeing him. Because this is a psychic avoidance, targets will not see, hear, smell, or any another way perceives the user. Targets do not normally get a PER/TN8 Check to penetrate the mesmerism unless they have some reason to be suspicious. If the Djöflar attacks someone, the effect immediately ends for the target, although others will remain affected (and will thus see their companion attacking empty air).

Empathic Projection
Duration: 1D10 Rounds/Minutes Range: Line of Sight
The Djöflar projects subtle, emotional manipulations at one target in range. The Djöflar must focus on the mood he is attempting to enhance at time of use. If a target would have no reason not to go with the mood, no ability check is allowed. Trying to spread “Love” to an angry opponent, however, allows for a WP/TN8 check. Animals typically receive no Save and this Discipline is very useful in gentling wild animals.

Hallucination
Duration: 1 Round/Minute per success. Range: Line of Sight
This Discipline causes the target to see whatever the Djöflar wishes. The hallucination will be absolutely real if the target fails a contested WP/TN8 check; if the check is successful, the target still perceives the hallucination, but recognizes its falsity.

After Images
Duration: Instantaneous Range: Line of Sight
Allows the Djöflar to briefly and subtly confuse the subject’s senses. The usual effect is to create a brief flash as of an after-image, but the Djöflar could also make the subject think a shadow has moved at the edge of vision or hear a muffled footstep behind him and so forth. This Discipline can be used to briefly distract someone, gain the drop on them or make them turn their head. Nervous subjects might be made scared depending upon the situation.

Statistics:
ST12 WP8 REF7
AG8 Wit6 Aim 7
TO6 MA5 KD10
EN6 SOC0 KO10
HT5 PER7 MOVE26
Combat Proficiency: 7, CP 14
Damage Rating = 7 (Appendage or weapon) AV3 (Overall Body)

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 Post subject: Re: The Onderland Campaign
PostPosted: Fri May 28, 2010 8:35 am 
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Wow, that's pretty though. Do you use the dragon tap rule to avoid one-hit one-kills?

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 Post subject: Re: The Onderland Campaign
PostPosted: Fri May 28, 2010 12:51 pm 
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Hi Higgins!

Could you hit me with a link for these Dragontap rules? It's very possible that I'm using them (or a variation) and don't realize that i'm doing a common thing.

Thanks!

Phil

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 Post subject: Re: The Onderland Campaign
PostPosted: Fri May 28, 2010 2:31 pm 
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Basically the dragon tap rule is that the final wound level cannot exceed double the margin of success. With normal rules MoS1 hit from the ST12 devil would mean almost certain death, given the average TO4 of a human, but with dragon tap it would be a level 2 wound at the worst.

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 Post subject: Re: The Onderland Campaign
PostPosted: Fri May 28, 2010 3:06 pm 
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Thanks for the quick reply Higgins!

Yep, I know what you mean and that's why I just set my damage ratings to reflect my own individual assessment of how much damage I feel that the critter should do in one attack, in this case I set the DR at 7 dice. That makes this creature fairly dangerous during regular attacks, and on the flip side, extremely difficult to break free from once it gets it's teeth into you, thus giving Strength and DR seperate duties. Might be a bit simplistic but it seems to work out okay.

Phil

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 Post subject: Re: The Onderland Campaign
PostPosted: Tue Jun 01, 2010 12:18 am 
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The evil sorcerers in your campaign need Black Lotus!

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The Black Lotus

"A glance back, before the heavy, gold-bound teak door was closed, showed him Xaltotun leaning back in his throne-like chair, his arms folded, while a thin wisp of smoke curled up from the brazier. Conan's scalp prickled. In Stygia, that ancient and evil kingdom that lay far to the south, he had seen such black dust before. It was the pollen of the black lotus, which creates death-like sleep and monstrous dreams; and he knew that only the grisly wizards of the Black Ring, which is the nadir of evil, voluntarily seek the scarlet nightmares of the black lotus, to revive their necromantic powers." -- Robert E. Howard: "Hour of the Dragon"

Although the Black Lotus can be a lethal poison, it has certain magic-enhancing properties that dark sorcerers and spiritualists have learned to use to their advantage. Black Lotus is known only to grow within the confines of the Glimmerdarke forest where it is harvested by a shadowy few. Roughly ten plants will yield one ounce of fine powder.

Benefit: When a sorcerer burns the dust of the black lotus in a bowl, and then spends one or more hours inhaling its dark green fumes (in a catatonic, drugged slumber), the drug enables him to temporarily increase his effective Spell Pool level. The number of extra points gained are equal to triple the number of hours spent in drugged slumber. These extra points last for a number of hours equal to twice the hours spent in drugged slumber.

Non-sorcerers have but a 50% chance of surviving their initial exposure to Black Lotus fumes with any amount greater than one ounce. Users describe the effects experienced as supremely blissfull.

Black Lotus powder may also may also be brewed as a tea, and in this form if ingested is lethal. Tasteless, the onset of the poison is quick, with the drinker collapsing in but a few moments. Witnesses note a faint cinnamon odor about the mouth of the victim.

Of course, acquiring and using black lotus dust is hardly a trivial or inexpensive affair. Repeated use of this technique might cause addiction to the Black Lotus…

Addiction
: Black Lotus is a drug with an Extreme addiction rating. Anytime a character inhales its burnt fumes, he must make a WP/TN5 (+1 to TN for each hour spent in drugged slumber) or become addicted. Once addicted, the character must make a new WP/TN8 save each day or role on the random effects table below. Any effect rolled lasts only until the next check the following day unless otherwise noted. At the GM's option, the sorcerer might also be haunted by scarlet nightmares and evil visions. A character that becomes addicted must inhale Black Lotus fumes every day, or the TN to resist the random effects caused by addiction increases by +2.

Overcoming addiction: If an addicted character makes two successful daily WP/TN12 checks in a row, he has fought off his addiction and recovers, suffering no further ill effects.

While clever players may attempt restorative spells to negate some or all of the effects caused by addiction, or end the addiction, such spells typically only offer one day’s grace, and on the next day the character once again will suffer more ill effects if he fails his daily WP check. At the GM's option, even these spells might not be able to temporarily remove addiction if the character has been using Black Lotus voluntarily for long periods of time.

Generally in the Onderland, if one can find a seller of Black Lotus(base 10% chance in any city - see exception below), a character can expect to pay 10 golden "Jarls" for a single ounce. This will typically grant 1D6 hours of "fumes" (depending upon how much Haga has been cut into the lotus dose).

In the Onderland, Black Lotus can always be found in the city of Seddamora.

Random effects of Black Lotus Addiction D100

1-2 Character sleeps for 1D10 Hours
3-5 Lotus is lethal poison!
6-8 Cures all diseases
9-11 Cleanses all poison in system!
12-14 Character moves in slow motion
15-17 Character moves with doubled speed
18-20 All suffered curses are removed!
21-23 Character can see in the dark
24-27 Character is Struck Blind!
28-30 Character is Struck Deaf!
31-33 Character is Struck Blind and Deaf!
34-36 Character Feigns Death! Nobody Knows!
37-39 Character Can Only Speak Gibberish
40-42 Character can understand other languages
43-45 Character exudes a carrion stench
46-48 Character loses all sense of taste
49-51 Character is Charmed by Everyone!
52-55 Character Suffers Total Amnesia!
56-58 Random Ability Score Reduced to 3
59-61Communes… but Answers Are Lies!
62-64 Skin Turns black
65-67 Believes Is Invisible
68-72 Character is Paralyzed!
73-74 Character loses interest in sex
75-76 Stars are visible to character during the daytime for next 1d10 days
77-78 Character’s hair turns white
79-80 Berserk Rage – Attacks Friends and Foes
81-83 Loses 1d3 health Levels
84-86 Believes Other People are Demons
87-88 Becomes Unbearably Warm – Must Strip
89-90 Attempts to Commit Suicide
91-92 Believes Everything Everyone Says Is A Lie
93-94 Believes Able To Fly and Wants to Jump
95-96 Character ages 1d6 years
97 Is Hungry and Believes Self is Very Tasty!
98 Must Remove Own Teeth Immediately!
99 Will Continuously Scream Incoherently
100 Roll Twice, Second Roll is Permanent

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Last edited by pbj44 on Sun Jan 09, 2011 9:10 am, edited 8 times in total.

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 Post subject: Re: The Onderland Campaign
PostPosted: Tue Jun 01, 2010 12:15 pm 
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Nice! But since finding the substance isn't trivial, perhaps some info on the expenditure would be in order? Something like... how many grams of powder will a hour's worth of smoke consume? And how many grams of powder can one extract from a single plant. And perhaps even some information about finding both the plants from the nature and the substance from the black market. I think such information would add to the addiction theme as in that way, players need to judge the doses and carefully select when to spend larger quantities and when to cut back on spending their dwindling reserves to fight off the addiction... or finding smaller windowless rooms to get by longer with the same amount of powder... and when they indeed run out of it, having the possible options laid out in front of them where to get it, this could spin the addicted into action...

And of course, the entry isn't complete without rules for using both the plants and the powder as a lethal poison! :mrgreen: Perhaps even overdosing rules for the smoke?

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 Post subject: Re: The Onderland Campaign
PostPosted: Tue Jun 01, 2010 1:09 pm 
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LOL! Always wanting more! Okay, I will cook up some more rules and add to the entry. I have a few ideas in mind.

Cheers,

Phil

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 Post subject: Re: The Onderland Campaign
PostPosted: Sun Aug 15, 2010 4:43 am 
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The Black Obelisk

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Forty years ago, a black obelisk was excavated from ruins near the city of Mertron. A priest present at the excavation was drawn to the dark stone, and moved forward to place his hands upon it, immediately entering into a trance. After a moment, he began crying out prophesies (known after as the Prophesies of Rekysis) and promptly collapsed to the ground, his eyes open, staring, and completely empty of intelligence. The fate of Rekysis is unknown, but his prophesies all proved to be true, and the Obelisk was ultimately transported to the city of Carse.

Today, it is rumored the Obelisk is kept in a chamber beneath the Jarl's palace, where its secrets are plumbed by Llewllyn the Blue and his coterie. He is rumored to have uncovered records indicating that the Obelisk was originally recovered from the ruins of the ancient Wissen city of Damkfir, and may have been ancient even in the time of that fallen empire. Whether the obelisk is related to the Jarl's recent military successes is anyone's guess.

In appearance, the obelisk is eleven feet tall, dull black stone, and carved with as yet indecipherable runes and pictograms.

A sorcerer or priest touching the stone may enter a trance to ask questions or gain visions from the spirits of the past, or the spirits of the future. Each question answered has a 70% chance of destroying the mind of the medium using the obelisk. This percentage is reduced by 10% for each point of ART (Sorcerers) or FAITH (Priests) possessed, though there is always a base 10% chance of failure. Anyone so damaged is permanently comatose; their mind ruined, and will waste away and die without constant care and forced feeding.

Any non-sorcerer or priest attempting to use the obelisk will suffer immediate mind obliteration.

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 Post subject: Re: The Onderland Campaign
PostPosted: Sun Aug 15, 2010 5:38 am 
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My players enjoyed their encounter with this old coot. Enjoy!


The Village Elder: A rural encounter for your Onderland campaign

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(The characters hear rumors of missing young people in a close-by farming village… sounds like an adventure hook! Traveling to the town, they are directed by the barkeep at the local public house to the Village Elder, who is the father of the local blacksmith. Following the clink of the smith’s hammer, they find the right place in no time. Once the blacksmith, a big, burly man fitting his profession, realizes the strangers are not here to see him, he shouts in a rather unmanly manner: “Daaad! DAAAAAAAAAAAD! You’ve got visitors! DAAAAAAAAAAAAAD! He’ll be right out. DAAAAAAAAAD! Hurry up!”

(in a few minutes comes an ill-dressed ancient man, spine curved horribly and staying upright only with the help of a knotty old cane)

“That’s enough of that shouting! I’m old, not deaf! Now what do you want… oh, strangers. What do you want? Don’t you know how rude it is to visit unannounced? I see you’re not from around here, that might explain why you don’t have the good graces that the gods gave a worm. Well what do you want? Spit it out, don’t stand there with a look on your face like a bee’s just stung your bits. Spit it out!

Missing young people? Yeah, I heard those rumors, but I wouldn’t believe them. See, all those rumors were started by the shepherds out in the hills, and I don’t trust those shepherds. They are not honest men. If they were, they’d work their land instead of just walking all over it. If you ask me, I think they’re all just looking for an excuse to shag sheep all day long. Awfully suspicious that these people would disappear into the hills with no human companionship, hmmm? And they get so jealous when you touch one of their precious sheep. Yeah, they’re always looking to say something that will distract you from the truth.

But they say that some young people have gone out for strolls into the hills and have not come back. Some of the women around here just won’t shut up with their wailing about their poor Otto or Magda or whatever dumb names people are giving their kids these days going missing. Well if they are, it’s their own damn fault!

People their age should be working all day, not going off for long walks. Certainly not with members of the opposite sex! My goodness, can you believe what young people do these days? In my day we had proper courtship! We’d look nervously across the crowd at each other during festivals, and then the man would work up the courage to go serenade the young lady underneath her window one night, only to find out it’s the wrong window and you’ve scared the lass’ younger brother to death so their father comes out and kicks the shite out of you. The mother gets worried that her husband’s almost killed someone so they take you inside to nurse you back to health and it’s the original girl’s ugly sister that takes care of you and BAM, you marry that one!

That’s how I met this useless piece of flesh’s mother, and that’s how it should be done.

(“Daaaaad”)

Oh shut up boy, you’re the worst blacksmith alive today, and you know it. The only reason you have the job is you’re the only one with arms big enough around here to use a hammer at all. But your brain is too small to learn to do it properly!

Where was I? Oh, these kids today. Back in my day, we never ran off to the hills to “frolic” or whatever code-word these snots use today. For one, the hills were dangerous! All sorts of monsters and bandits and assorted evil kept us in our homes with our windows shuttered tight when we weren’t in the fields risking our necks to feed our families! “The hills” were just another word for DEATH!

Not to mention how improper it is! In my day, a young man would never be alone with a woman before marriage! You wouldn’t even get to hold the woman’s hand until your wedding day and you liked it that way because that meant you were being proper and honorable! Take this waste-of-life’s mother, for example. You couldn’t find a more frigid woman. We had marital relations just one time, on our wedding night, because she was proper and honorable enough to fulfill her obligations, and she kept telling me to hurry up the whole time!

(“Daaaaaaaaaaaaaad!”)

Oh shut up, boy! Your mother was colder than snow and she was proud of it! And I loved her for it, because that’s the commitment I made. Kids these days, they don’t have that kind of respect. “Oh, love is a natural thing, it should be given freely!” The very thought of it makes me sick! They were probably stealing off in the night to go elope in the nearest big town or something, because they don’t care about proper standards or morals in those town things. Nobody in those places does a proper day’s work, you know that? Here we work with our hands and we work the ground. In towns there are people that get paid to count things and write down what they’ve counted! Can you imagine? Getting paid to do that? That sounds like woman’s work, if women would be allowed to have anything to do with money or business.

So yeah, these missing kids probably ran off to the city to engage in a life of endless orgies and lotus sniffing and other meaningless, frivolous things. They were probably humping the whole way and those pervert shepherds sat there watching them. I’ll say one thing for those dodgy shepherd folks, they may be sheep-shaggers, but at least they’re not defiling the honor of an honest-to-goodness woman with their wicked ways.

But even a blind man hit’s a bulls-eye once in his life so there is a remote possibility there is something to all this talk. I doubt it, because you know how women gossip, this is probably blown all out of proportion, but if these kids have been going out among those hills there, hmmm. I do recall years ago there was some trouble up that way. Some sort of cult or another taking up by the lake and causing trouble. You people don’t look like you have any honest work to do so maybe you could trouble yourselves to take a stroll a few hours’ walk that-away and make sure everything’s the way it should be – deserted!

What? Reward? You want a reward for doing this? What kind of adventurers are you? Back in my day, you couldn’t take two steps around these parts without tripping over some do-gooder who was begging to solve all your problems! ‘Are there fair maidens in need of rescuing?’ ‘Is your cat stuck in a tree?’ ‘If you had a problem, the adventuring lads of yore would be there to help. They had honor. They had stones.

Look around you. Look over there. What do you see? Fields. Over there. Look. See that? Fields. And over there. Look closely. More fields! You want a reward? Really? We’ve got onions, carrots, and celery. If you want to drive a hard bargain I suppose someone around here could give you some beets. We’re a farming village you dolt! You think we have big piles of money sitting around just to give away to strangers? Don’t be such an idiot!

Think about it! Cultists – and it’s always cultists – are morons. Why else would they put on fish masks and dance around some idol in the dark? “Ohh, oooh, I’m dancing and being blasphemous! I’m sooooo evil!” Why in my day I’d go give them what-for for the fun of it! I didn’t need no reward! But say these youngsters have been kidnapped instead of just running off to endless screwing and snorting and that sort of urban life. These cultist idiots always have some sort of golden junk or another.

That just proves how stupid they really are! Why, if I were young and aimless and without the good upbringing a farming village gives you and I came across a big hunk of gold, I’d buy some land. Gold can buy a lot of land, and a lot of security against bad harvests. I could provide for a large family quite easily for the rest of my life with a good chunk of gold! But no, what do these dullards do? They make some Golden Guppy to worship. “Ooohh, hear our pleas, oh Great Golden Guppy.” Idiots! How wasteful! That gold isn’t benefiting anyone! It’s not feeding anyone, clothing anyone! It might as well be dung for all the value it has sitting in a room not being looked at because these pinheads avert their eyes from the object of their worship.

Oh if I were only a few years younger, I’d march up them hills and kick all their asses just for being stupid! And then I’d kick all their asses again for messing with our young folk!

What? Rambling? Show some respect! Have you heard of the Fey? Have you ever heard one of their poems? They take weeks to finish! I’ve been there, in one of those mosquito-infested parks they call a homeland. Lazy bums never mow their lawns, I tell you that! And we were the “honored guests” for one of these songs or poems or whatever the hell it was. I think to this day it was a treacherous betrayal and an assassination attempt because I was damn near bored to death! “Oh, look at me, I’m all pale and ageless but I have great sorrow and I will now warble on for six weeks about twigs and weeds and the majesty of the stick insect!” Don’t you tell me I’m rambling, boy, you don’t know the meaning of the word!

Oh, look at this. I’ve gotten all excited and I’ve pissed myself. And it’s time for my nap. You’ll be wanting to go past them hills, there’s an old ruined church that these fish-heads used as a home base years ago. The geniuses around here said they burned the place down the last time there was trouble, but the damn thing’s made of stone. Stone don’t burn! So you can prance up them hills and since you’re all obviously greenhorns that don’t know your ass from a hole in the ground, you’ll probably all get killed, but if not, you bring some of those cultists back alive, you hear? No need murdering them all through stealth, since you’re probably too cowardly to stand up to those punks in a stand-up fight. Get some of them back here so we can give them some good old-fashioned country justice! We haven’t had a decent hanging around here for weeks!

Now get off my lawn!”

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 Post subject: Re: The Onderland Campaign
PostPosted: Sun Aug 15, 2010 1:40 pm 
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Location: Estonia
:lol:

And the old crank was totally right as well, btw. Property is always better than some fancy magical gadget! Unless that gadget can bring you power, property and more, of course. However, most D&D items can't give you power. They only give +2 to something, or +5 if you're lucky. :P

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- Lord Petyr Baelish, A Game of Thrones


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 Post subject: Re: The Onderland Campaign
PostPosted: Fri Dec 31, 2010 8:12 pm 
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Location: Cary, North Carolina
It's been a while since I posted an encounter table so here is one for the holidays. I keep it handy for when the group hits a lull in the action when exploring ruined buildings and such:

Weird Things in Rooms (d100)

1. Two copper pipes along one wall from floor to ceiling, one steaming, one frosty.
2. A large stone pipe opening in wall drips greenish fluid onto floor.
3. A large stone wheel set on one wall, clicks when turned.
4. A stone sundial in center of room under ceiling painted to look like the sky.
5. A ceramic wall-fixture shaped like a grinning buddha with open hands.
6. The walls are lined with stone flower boxes filled with unsettling-scented green and purple flowers.
7. A natural spring in the center of the room surrounded by glowing mushrooms.
8. Several 4'-long rose-quartz outcroppings from the ceiling.
9. The floor is covered in upright, magnetized needles (10d10).
10. An alcove on one wall is filled with neatly-stacked, empty wooden mugs.
11. A giant red "X" has been sloppily painted in the center of the floor.
12. "Chog loves Jessika" is scratched in charcoal on one wall.
13. The ceiling is covered in upside-down furniture, bolted to the stone.
14. One wall has been painted to look like three windows looking out into a lovely garden.
15. The skeleton of a small dog is curled forlornly around a well-gnawed scorpion tail.
16. A pale white pine tree sprouts from the floor in one corner.
17. The skeleton of a monkey lies in a far corner, its hand in a ceramic jar wrapped around a gem.
18. A brass lever is set into the middle of one wall. "Do not pull" is scrawled next to it.
19. A Viking-style longship, far too big to fit through a door, fills the room.
20. A stone frame in the ceiling hangs above a pile of broken pieces of mirror.
21. A comfy chair sits in one corner with a table beside it. On the table are a pair of broken spectacles and a book called "For Doom, the Fell Trolls".
22. An unlit chandelier hangs from the ceiling. It holds thirteen black candles and is creepy as hell.
23. A brass hookah is here, surrounded by seven overstuffed ottomans.
24. A massive gong in the center of the room with a bone striker.
25. Bloody footprints lead from the entrance of the room to stop at a seemingly blank wall.
26. Three big wooden buckets filled with smashed grapes sit on one side of the room.
27. Bloated, pale vines hang from the dirt ceiling here.
28. A pair of human eyes float in a jar left in a corner of the room. Did they just move!?
29. The hilt and 6" of the blade of a sword jut from the solid stone floor of the room.
30. An intricate water clock has been installed on one side of this room. Instead of water, it appears to have been filled with vinegar.
31. One wall of this room appears to be made entirely of smoky quartz, and shapes seem to writhe and twist within it.
32. A small stone pyramid is built into the ceiling, pointing down.
33. Seven fluffy orbs of light dance and float in the air of this room, remaining ever beyond your reach.
34. This room is choked with stinging, prickly weeds.
35. The hollow carapace of a great beetle nearly fills this room. A doorway appears to have been cut into its side.
36. Plaintive music seems to come from somewhere beyond the ceiling of this room.
37. A large, black, wood-and-hide drum sits in the middle of the room.
38. A porcelain bathtub, filled with steaming water, sits invitingly in the corner.
39. A strange hole in one wall, no more than 5" wide, emits an odd odor.
40. Three dead goblins, dressed as human children, lay side-by-side in front of a smoldering fireplace.
41. An empty bookcase has been smashed to bits in this room.
42. A tiny door, only 2' tall, is set into one wall of this room.
43. A dartboard hangs on one wall, with darts sticking at an extreme angle.
44. A small hibachi sizzles merrily on a stout oak table.
45. Three tiny alcoves set high on the wall near the ceiling each containing a grinning imp sculpture.
46. A large roll of black silk lies in one corner. If unrolled, a human corpse falls out.
47. A massive harp, with strings all broken, sits by a stool in the center of the room.
48. A small bar with several stools sits on one side of the room.
49. A broken birdcage lies in a corner. A copious amount of blood has been splashed on the walls of this room.
50. A still-smoking pipe sits in an ashtray on a small table here.
51. A nest containing three purple eggs sits on a high ledge near the ceiling.
52. An extensive set of wooden toy blocks has been set up on the floor of this room. The layout vaguely reminds you of your home town, but a hideous stone idol squats in the main square.
53. A stinking pile of refuse is heaped in front of the entrance to this room. Ugh!
54. A torn bag of sand has been scattered around the room. Huge footsteps are visible in it here and there.
55. A marble pedestal sits in the center of the room, with a hand-shaped depression in its center.
56. A stack of hand-written papers sits in a corner, 200 sheets in all, with the words "This is not the way" written over and over again on them.
57. A mannequin hangs from a noose in this room. It is crawling with flies!
58. Something that leaves a slimy trail has dug a 3' wide tunnel into the floor of this room.
59. Two stone dogs sit at attention on either side of the entrance of this room. One has a struggling mouse beneath one supposedly-immobile stone paw.
60. A giant mousetrap, 6' x 3', sits in the center of the room with a human arm on the trigger.
61. Half a human face, and one limp hand, jut from the solid stone wall of this room.
62. The odor of brimstone hangs in the air of this room. A magic circle has been inscribed on the floor with salt.
63. A filthy torn dress lies on the floor, along with a silver holy symbol on a chain.
64. An iron cage sits in the room. A skeleton lies half in and half out of it between the bars.
65. A red rune has been painted in the ceiling of the room. An empty wardrobe sits beneath a white sheet with several weird symbols burned into it.
66. A drooping potted plant sits in one corner with a single glossy red fruit.
67. A fishbowl sits on a wooden pedestal with three piranha floating lazily within it.
68. A ledge near the ceiling is crowded with noisy pigeons.
69. A strange console is built into the wall here with three red buttons.
70. A mannequin stands in one corner wearing a surcoat made from fresh meat.
71. A stained oak box, 4' to a side, sits in the center of the room. It is carved with grinning imps and has no visible lid or opening.
72. A stack of wooden doors, each with a brass knocker shaped like a hand, sits along one wall.
73. A small canvas tent has been set up in this room. Inside is clothing, food, and other personal effects.
74. A circular glass plate, like a window, is set into one wall, but nothing but stone is visible beyond it.
75. The walls, floor, and ceiling of this room are covered in frost. Its freezing in here!
76. The corners of this room seem to be off. Trying to figure out these unnatural angles is nauseating!
77. A black hole, 5' across, yawns in the center of the room, with no bottom in sight.
78. A marble head, as if broken off a statue, lies on the floor here. The room stinks of urine.
79. A crushed Peche, looking for all the world like a mouse regurgitated by some huge owl, lies on the floor.
80. Five red, wooden, creepy, horned masks, hang on the wall here.
81. A barrel of stagnant water sits in a corner. Something moves within it!
82. A human foot, still wearing a blue velvet slipper, lies on the floor, covered in ants.
83. A quivering gelatinous cube sits on a ceramic plate on a small wooden table with a knife and fork beside it.
84. A framed painting of a trio of dancing nymphs in a garden adorns one wall. A dark face is barely visible in the foliage behind them, ripe with evil intent.
85. A massive granite sphinx lies on its side in this room. A narrow stair descends into the floor where it used to sit.
86. A ring of pale green toadstools grows in the center of the floor here.
87. The rough stone figurine of a leering frog-deity lies in an empty, stained tub.
88. The rank mold growing on one wall gives off scorching heat.
89. A pool of blood spreads on the floor, fed by a slow dripping from the ceiling above.
90. A fireplace on one wall has been stuffed with defaced books.
91. Four lit incense burners swing from chains fixed to the ceiling.
92. An icy copper bell hangs from a wooden frame on one wall. It is numbing to the touch.
93. A deep throbbing, like a heartbeat, can be felt in the floor here.
94. A dome of black glass rises from the center of the room. Viewing it fills you with a sense of dread.
95. A mage's star-adorned pointy hat has been pinned to the wall with a dagger here.
96. A maiden lies in an unnatural slumber on a divan here, wearing the gauzy dress of a harem girl.
97. Ghostly couples, heedless of onlookers, waltz around the room to spectral music.
98. A pair of ridiculous clown-like shoes sits by the doorway.
99. A rude collection of hand-drawn orc erotica has been hidden behind a loose stone.
00. A crystal ball floats at eye-level in the center of the room, giving off intermittent flashes of red and green light.

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