A Cat of Tindalos

A Cat of Tindalos

Saturday, June 23, 2018

Sunday, June 17, 2018

Dungeon World Sandbox Campaign Arc

I start with Goblin Shrine of the Spider Gods:

https://drive.google.com/open?id=15Sbgsyc_XRRVoIqhWXJw8OvMRdDlOMHX

Then convert to Dungeon World:

https://drive.google.com/open?id=16QDMjicjwLOQUYxXKiNTnl9xTtxGEDw8

The "Upper Caverns" on the Shrine of the Spider Gods map become the lower level of my Unknown Adventure Dungeonhttps://drive.google.com/open?id=1XuThPajNjMdapZKjsw3acdjbgxtCV1hT

To which I swap out the too similar Ragnar's Axe  for this adventure arc's more colorful the Mace of Mog and update the adventure to its current version. The CC Classes are now purely voluntary.

The "Lower Caverns" on the map I convert to a  morlocks' lair. I place an eloi village in a deceptive paradise "Shangri La" hidden valley near the spider goblin shrine surface entrance. My notes for this became the basis for my Temple in the Dark Dungeon World Starter:

https://drive.google.com/open?id=16_mvyeHaIbADQSZv_oEVN18KlZTBjF3S.

This is more than enough if the party ever gets here.Should I revert to the tougher "cinematic morlocks" as opposed to my H.G. Wells goblin cannibals? I lean that way despite my H.G. write-up as it will help make them different than the spider goblins who are a bit like goth arachnid "pathfinder goblins". I will make these morlocks slow but deadly and less afraid of light.

Cinematic MorlockHorde, Stealthy, Intelligent, Hoarder
Stone  (d6 damage)6 HP0 armor
Close
Special Qualities: Darksight, Blinded by bright light, Slow

Descendants of humans who fled underground long ago,  these morlocks have lost much of their past. Adapted to the dark, they skulk around, fighting to survive in an environment filled with danger. While not stupid, they have been set back millennia technologically, relying on clubs and simple traps to defend their lair and Dark Naga leader.

 Instinct: To protect their lair
  • Devour enemies
  • They deal an additional +1 damage when attacking in groups
  • Avoid sunlight

The spider goblins know of the eloi "halflings" and the "hidden valley" but leave the area alone in an uneasy truce with the morlocks. The spider goblins are noted for raiding human settlements and others in this wilderness area of the "Frozen Waste" already noted for its already dangerous mountains, endless steppe and treacherous taiga.

It a region most avoid despite tales of fabulous lost dwarf cities, mysterious ruins and the associated terrible monsters, cunning traps and awe inspiring treasure hoards.In other words add Jason Lutes' Perilous Wilds as needed:

http://www.drivethrurpg.com/product/156979/The-Perilous-Wilds

After all the characters start as spider goblin captives. The spider goblins religion is all caused by confused dreams from Mog (somehow via the now lost goblin ESP medallion), who ends up with another giant spider cult he can't stand.

There is a small viking village to the south ("Iceport") by the coast in a remote frontier jarldom called "Markland" :}Otherwise the map is pretty blank for now. I wouldn't be shocked to find the Death Frost Doom dungeon somewhere nearby or the Stellarium of Vinteralf. Or maybe a trip to Newhon?




Friday, June 15, 2018

Monday, June 11, 2018

Mace of Mog

Mace of Mog (Weight 1)
This enchanted mace blessed by the Newhon God Mog allows the character to double their damage roll only against corporeal monsters and hit incorporeal monsters for normal damage. Any bearer of the mace will find their eyes will change to resemble a spider’s eight eyes. This will cost the player four points of charisma as long as the character owns the mace. Should the player lose the mace the effect will fade in a few days. It in no way actually impacts the player’s vision.

Mog

“If there is a God he's a great loathsome spider in the darkness.”
  ― John FowlesThe Collector

Lesser God
Symbol:  Silver medallion with the image of Mog
Home Plane: Newhon
Colors: Black and Silver
Alignment: Neutral (Chaotic Neutral)
Portfolio: Secrets, Arachnids, Underworld, Wealth
Worshipers: Thieves, Explorers, Scholars, Criminals, Assassins, Seers
Cleric Alignments: Neutral
Domains: Spiders, Secrets, Fate and Wealth
Favored Weapons: Mace, Dagger

The Lord of Newhon’s Arachnids rules over creatures both eight-legged and two-, dwelling in the paradisiacal environs of Godsland on Nehwon’s southern continent. Mog’s physical form is that of a four-legged spider with a handsome, but not yet all-together human face. Some say there is a passing resemblance between Mog and “that mongrel and long-suspected cutpurse, burglar, and assassin, the Gray Mouser.”

The Gray Mouser worshipped Mog the Spider God for a time (and also robbed his temple, but Mog was happy for the few worshippers he still has and forgave his wayward son), and by the end of his adventures was one of the god's few surviving worshippers. This god is a human-sized spider with a man's head. His worshippers claim that he sits in the middle of a vast web which contains the fates of all humans. Some say that a human can survive only so long as he or she can evade Mog's grasp. Mog’s worship is now rare. Those few who still worship him usually do so in private in order to avoid the scorn of others. For his part, Mog would like to attract new worshippers, but all his attempts have failed. He does not have a temple on the infamous Street of the Gods in Lankhmar. He is considerably less evil (he is amoral) than often portrayed and sometimes confused with Newhon’s voracious and evil Demon Spider Deity of Ilthmar. He is more like the Anansi, the trickster spider god of African folklore than Lolth.

Mog enjoys hanging out with the Newhon barbarian war god Kos and Death (Newhon).
Mog is always eager to acquire new servants and the players will do nicely. Characters that bear his mace can expect Mog to begin contacting them in their dreams offering rewards for quests and promising curses if ignored. He would like to see the artifact the Mace of Mog recovered so that he can expand his influence further on this Dungeon World…

Anansi is the trickster spider god of West African. He often takes the shape of a spider and is considered to be the god of all knowledge. He is also one of the most important characters of West African and Caribbean folklore.

He is also known as Ananse, Kwaku Ananse, and Anancy; and in the southern United States he has evolved into the “Aunt Nancy” of folklore. He is a spider, but often acts and appears as a man.
The Anansi tales are believed to have originated in the Ashanti people in Ghana. (The word Anansi is Akan and means, simply, spider.) They later spread to other Akan groups and then to the West Indies, Suriname, and the Netherlands Antilles. On CuraƧao, Aruba, and Bonaire he is known as Nanzi, and his wife as Shi Maria.

Anansi is depicted in many different ways. Sometimes he looks like an ordinary spider, sometimes he is a spider wearing clothes or with a human face and sometimes he looks much more like a human with spider elements, such as eight legs.

Orlando Jones plays a version of Anansi on the Showtime cable television series American Gods.




Monday, June 4, 2018

THE PORTAL UNDER THE STARS A Level 0-1 DCC RPG Adventure Conversion Notes (Module by Joseph Goodman, Dungeon World Conversion Notes by Mark Tygart)

Ssisssuraaaaggg, Demon Naga
Solitary, Large, Planar
Bite (d10 damage)
12 HP
2 armor
Near
Special Qualities: Tempts Mortals
When Ssisssuraaaaggg is killed, its snake body dissolves into ash, leaving only the naga’s demonic horn behind. The horn can be used to commune with the demon when meditated upon. It will offer its services in combat in exchange for information, magic items or evil acts. It is often employed as a treasure guardian. (Monster adapted from the classic DCC Adventure "The Portal under the Stars" by Joseph Goodman) 
Instinct: Offer Deal or Bargain
  • Seek lost magic, knowledge and artifacts
  • Send a follower to their death
  • Guard for an employer

Crystal Victim Statue
Group, Devious, Construct
Hands (1d4 damage)
6 HP
0 armor
Close
Special Qualities: Transformed ancient prisoners, Pacifist, Arcane construct
Their features are hard to discern because of their translucency, but they are perfect replicas of the eons-old proto-human warrior prisoners who were transformed to create them. They are attracted to light and shuffle toward torches and lanterns. They do not attack, but their approach may seem menacing, and they will defend themselves. If they reach a torch or other light source unmolested, they simply stand next to it and absorb the warmth. (Monster adapted from the classic DCC Adventure "The Portal under the Stars" by Joseph Goodman) 
Instinct: Defend
  • Attracted by Light
  • Seek Warmth
  • Will not attack, only defend

Living Bones
Solitary, Large, Construct
Skull Bite (d4 damage)
6 HP
0 armor
Special Qualities: Undead
The bones are living dead that have decayed over the eons. They shake and rattle as characters approach; however, they can no longer animate into cohesive skeletons. The skulls clack, clatter, and attempt to bite, but are easily avoided and crushed through normal means.(Monster adapted from the classic DCC Adventure "The Portal under the Stars" by Joseph Goodman) 
Instinct: Destroy
  • Fail to form skeletons
  • Shake
  • Rattle

Clay Army Soldier
Horde, Construct
Spear (d4 damage)
3 HP
0 armor
Close, Near
Special Qualities: Arcane Construct, Water will Destroy, Requires Clay Warlord
"A great stillness pervades the room. It is the stillness of death; the silence of a tomb. Then, suddenly, the stillness is broken as the clay warlord jerkily raises an arm toward his generals. Then, the entire army takes a lurching step forward, shattering the silence with the tramp of doom." If the warlord is killed (same stats), the entire army loses anima, becoming simply a set of clay statues. (Monster adapted from the classic DCC Adventure "The Portal under the Stars" by Joseph Goodman) 
Instinct: Obey the Clay Warlord and his Generals!

Traps:

Searing Light Trap: (1d8d) Roll Defy Danger +DEX, 10+: No damage, 7-9: ½ Damage.

Statute Spear Attack: (1d8d) Roll Defy Danger +DEX, 10+: No damage, 7-9: ½ Damage. Four spear attacks: +2 to hit (additional +2 to hit if characters stand in doorway bull’s-eye).

Flame-Thrower Statue:
Five Flame Spurt Attacks:  1d10d Fire Damage Roll Defy Danger +DEX, 10+: No damage, 7-9: ½ Damage.

All GP becomes coins.

The Crystal Ball is a Far Sight Stone (As per the Dungeon World Rule Book).

These are my "quick and dirty" notes for a game prior to play. Hope someone finds useful, this is the DCC "Keep on the Borderlands" and could be run as a Funnel in true DCC style using Jason Lutes excellent Dungeon World Funnel rules. This module is in the DCC rule book and their Free RPG Day 2011 release.

Also here: http://www.drivethrurpg.com/product/220858/DCC-RPG-Quick-Start-Rules



Friday, June 1, 2018

June Update

After a hospital visit my Mom is finally home and feeling better.Appreciate all the good wishes, prayers and encouragement. Sorry if I seemed strange, I have been exhausted. Got into a spat on a RPG site I still don't understand, so I'm really been slow to post anything, anywhere. Hope to be up and writing again sometime this Summer, but my Muse seems to be as tired as I am.On the upside Michael Sands keeps working away on the Evil Hat Monster-of-the-Week expansion I contributed to, I have several rather messy Dungeon World projects that may yet be spun into gold and I would love to be able to write something, anything.
Right now the Well is dry.
Maybe I will dance for rain...