Friday, September 01, 2017

Vaults of Vyzor session 15

Roster

  • Harold the Adequate, fighter (Adam Thornton)
  • Moar Lût, prehistoric pack ape (NPC)
  • Barnabus Sleet, muscle wizard (Maxime Golubchik)
  • Dale the Valet (NPC)
  • Szazsraz the Lizard Wizard (Chris Wilson)
  • Lunch, doggie (NPC, not actually sure if he was along or not. My notes and memory are unclear.)
  • Sneakerly Trull, half-orc thief (Zak S.)
  • Mozarella, doggie (NPC)
This week the party opted to explore the Rosy Vaults, urged on by Barnabus Sleet's desire to locate the Hidden Dojo of Archduke Jackal, reputed to be located on the 3rd level.  They never quite made it to the 3rd level, but they did spend much of their time on the second level, in a region heretofore untouched by known adventurers.




The first room of Rosy II features a river and a defensive wall pierced with arrow slits that are normally manned by orcish archers.  This group got lucky when they arrived, as the orc garrison was busy arguing over the fate of two goblin prisoners.  Rope nonsense got much of the party across before the orcs got hep to the intruders and only Barnabus was shot up a bit.  He managed to sleep a bunch of the orcs and the party murdered the rest (and eventually the sleeping ones).  Except for the greybeard orc captain.  He escaped out a secret door, but Mozarella tracked him halfway through the level.  They caught the tired old orc (he just doesn't have the endurance he used to, you know?) and tied him up.

Old Orc Warrior by GetsugaDante
Interrogation led them to discover that there's a treasury on the level and whenever the orc captain needs to purchase supplies he takes a voucher to the treasurer to draw funds.  The voucher has to be
countersigned by a sorcerer named Tau the Pitiless.  The captain had a letter from this Tau person, so Sneakerly forged a voucher indicating that all the gold was being withdrawn for an audit.  Did I mention that the treasurer is a bigass ice troll?  Furthermore, the treasury is surrounded by these orange forefields that hold back an array of even more horrible monsters.  All the troll has to do is pull a level and hell is unleashed on unauthorized visitors.
Show me your papers!

On the other hand, I like a heavy dose of shenanigans in my game, so I'm likely to give an barely plausible scheme at least a 1 in 6 chance of working.  The die came up a "1" and the party carried out of the dungeon two big honking chests, one full of silver and copper and the other full of gold.

Then the carousing happened.  (And tattoos as well.)  People were scoring xp and getting inked left and right.  Szazsraz may or may not have been making out with a gibber mouther.  What is known is that somehow the Rosy Chambers of Castle Vyzor burnt down and it is all somehow Szazsraz's fault.

Pucker up, baby!
Consequently, no one may use the entrance to the first level of the Rosy Vault until the rubble is cleared.  Furthermore, Szazsraz is persona non grata with the Sorcerer of the Blue Mask.  He is barred from using the Azure Tower entrance to the vaults, as is any party of which he is a member.

All in all, a great session.

ONGOING ROLL OF THE DEAD

Bufo the Wizard (Makali’i F), Beefo the Gerblin Drinking Buddy (NPC), Willy Whats-His-Name (0-level Loser), Poor Brother Rupert (cleric hireling), unnamed serving boy (0-level hireling), Gwalin Rustbritches (dwarf hireling), Jarrod the Magic-User (Ian Reilly), Jonesy (0-level NPC), Little Liam Linkboy (0-level NPC), Limpy the Naileteer (Jeff Call), Engsal the Enchanter (Alex Joneth), Elfbraham Lincoln (Jeff Call)., Littlens (0-level NPC), Biggens (0-level NPC), Stimpy (0-level NPC), Ren (0-level NPC)

AZURE TOWER GUEST LIST

Big Gnome (Luke Rejec), Szazsraz the Wizard Lizard (Chris Wilson), Rose Royce (Kiel Chenier), Sneakerly Trull (Zak S.), Ilse Raagenkampf (Perttu Vedenoja), Persimion Finch (Galen Fogarty), Magic Meryl (Nick Kuntz), Merrill Meadows (Michael Julius), Chef (Richie Cyngler)

the good news is that the fire is mostly out


Monday, August 28, 2017

The Ink Witches

[I feel like I should note up front that I know nothing about how tattoos work in the real world.]

The Ink Witches live in a ramshackle house not far beyond the curtain wall that separates Castle Vyzor from the village.  Some people say they're sisters from a weird family, some say they're simply business partners, a few claim they're in a polyamorous relationship.  But you know how gossipy adventurers get.  One known fact is that adventurers from far and wide come to the Ink Witches for tattoos.  A normal tattoo that can be completed in a single session will set you back d6 x 50gp.  But each Ink Sisters can also weave a bit of magic into their creations.

found on Pinterest
Gwenno is a half-elf, though she usually wears her hair to cover her pointy ears.  Her tattoos tend to look like they came out of the metal or punk scenes of the late seventies.  Her specialty is the creation of tattoos that hold spells.  A standard BX spell costs 1,000gp per spell level.  That over and above the normal cost per session and it generally takes one session per spell level.  Each PC can hold up to 6 magic tattoo 'slots,' with each spell level taking up a slot.  (Filling the sixth slot means basically all your skin is tattooed.  You had to shave your head and pubes to get that last slot.)

After the tattoo is complete, the spell becomes available as a daily power, but each time it is used there is a 1 in 6 chance the ink fades.  If that happens, there's a 50% chance it can be touched up at d% times the original cost.  Otherwise the spell is gone and cannot be repaired or replaced with another spell.  Nonstandard spells can be inked as well, but you must provide a copy that is destroyed in the process.  Furthermore, there's a 1 in 6 chance the spell just won't work properly each time it is activated.

The first time you get a tattoo from Gwenno, she demands a small bit of whatever clothing you are wearing, which she sews into her patchwork frock.

Rockabilly Witch by tumblr
user .
By all accounts Mary is a human.  Her tattoos are aesthetically in line with the artwork of Coop.  Her specialty is the Tattoo of the Useful Item.  These tattoos usually depict a flirtatious rockabilly devilgirl holding some sort of object.  The owner of the tattoo can peel the tattoo object off their skin and it turns into the real deal thing.  It can then be used for up to 1 hour (6 turns) and returned to the owner's skin.  If the time elapses or the object is used up/destroyed, the power is lost and the devil girl goes from winking wantonly to scowling and flipping the bird.  The following objects cost 500gp to ink and take up 1 tattoo slot (of the 6):
  • dagger
  • lantern (filled and lit)
  • full length silver mirror
  • 10' pole
  • 50' rope
  • empty large sack
These objects cost 1,500gp per tattoo, take up 2 tattoo slots, and require 2 sessions at the normal rate:
  • bag of 100gp
  • silver coffer (small chest) worth 500gp
  • iron dungeon door
  • gem of 100gp value
  • wooden ladder, 24' long
  • mule with saddle bags
  • 10' pit
  • potion of healing
  • rowboat 12' long
  • scroll with a random 1st level spell (for your class, if you're a spellcaster)
  • 2-headed wardog
  • window (2' x 4')
  • small bonfire
  • cask (contains 1-3 water, 4-5 wine, 6 brandy)
  • 6 caltrops
  • iron crowbar
  • silver dagger
  • mallet and 3 stakes
  • haunch of meat (unknown animal)
  • oak tree (30' tall)
  • miner's pick
  • rooster
  • shovel
  • wasp's nest w/~200 wasps
On a successful reaction roll Mary will design a custom tattoo for some other item.  This will cost 3,000gp, takes up 3 slots, requires 3 sessions, and the customer must supply the object in question.  The reaction roll is +1 if you have an interesting recipe to share, as Mary is always looking for new things to make in the kitchen.

Lost or damaged Useful Objects may be replaced at half the original cost, but there's a 1 in 6 chance that the touch-up work involved ruins the magic of the tattoo.


Lady Orc by Jaasif
The half-orc Gretcha is the youngest of the three and the other two call her the baby of the bunch, but she's also 6'3" and looks like she could bench press a Mack truck.  Her best tattoos are abstract, some featuring non-Euclidean geometry that seems to highlight extradimensional body parts that you didn't even know you had.  She's much more pleasant than her Resting Orcface would suggest, and chats merrily away with customers as she works.  Gretcha will discuss nearly any topic, possessing a wide-reaching knowledge of the world and its affairs that seems odd for someone so young.  One thing she will not discuss is her magical tattoos.  You pay d6 x 500gp, it takes d6 sessions and slots, and you take your chances on a random chart that you don't get to see.  Think of it as a Tattoo of Wonder.

Saturday, August 26, 2017

Random Advancement Gnome-As-Class

The Gnome

To play a gnome you need to have both Int and Con of at least 9.  You use d6 for hit dice and use the halfling chart for XP.  Like halflings, you are limited to 8th level (suck it up, that's how BX rolls).  Your initial saves are as an Elf 1.  You can wear any armor and there's a 50% chance that magic armor sized for halflings or dwarves will fit you.  Weapons allowed: hand axe, shortbow, light crossbow, dagger, shortsword, club, sling, spear, warhammer.  You speak gnomish and common initially, can listen at doors on a 2 in 6, and have 60' infravision.  If you can get your sorry gnomish butt past first level then each time you level up you may roll d6 more hit points and make two throws on this chart:

01  Roll on the Elf chart instead.  If you get the "gain a spell slot" result, treat it as 26-40 below.
02-18  You get more fighty, +1 to-hits.
19-23  You gain +1 to all saves.
24  You gain d4 more hit points.
25  Gain a language, roll d6: 1) dwarf, 2) elvish, 3) goblin, 4) hafling, 5) orc, 6) svirfneblin.  If you end up here again and roll the same language you are now so eloquent in that tongue that all reaction rolls are +1 when using it with native speakers.  Reroll subsequent rolls of the same language.  Reroll if you collect all six twice.
26-40 You gain a random 1st illusionist spell as a daily power.  On subsequent rolls you get a second level spell, then a third, etc.  (For a source of illusionist spells, I like the 1st edition Player's Handbook & Unearthed Arcana or Best of Dragon vol. 1)  Reroll this result if you actually gain one spell of each level through 7th.
41-50 The first time you roll this you gain all the skills of a first level thief.  Ever subsequent roll advances your thievery by one level.  Note that you can only sneak and climb while wearing no armor, leather, studded leather, or ring mail.
51-52 You get additional training with a traditional gnomish weapon.  Roll d8 for weapon type.
  1. warhammer - If you roll maximum damage against a foe with platemail, a shield, or a chitinous shell, you then also reduce their AC by d3 points as you bust up their armor.
  2. crossbow - Your crit range improves by one.
  3. shortsword - Your ability to parry grants you +2 ac versus melee opponents of man size or smaller
  4. spear - +1 to hit and damage
  5. shortbow - You may fire two arrows per round of combat.
  6. club - Thanks to secret Gnome Fu you can hurt creatures normally only struck by magic weapons.
  7. sling - You do triple damage against ogres, trolls, giants, and titans.
  8. gnome hooked hammer - You can make one bludgeon attack for d6 and one piercing attack for d4 each round or a single trip attack at +2 to-hit.  (One of these babies costs 20gp new, by the way)
If you roll this result again, you can collect additional weapons training, but reroll the d8 if you get the same result a second time.  Reroll this result after you have all 8.

53-55 You've got the tinker gnome thing going.  You adventure with half a backpack full of gears and springs and steampunk nonsense and a bunch of tools on your belt.  Once per session you can build a contraption of some sorts to solve a problem (open a door or chest, set up a diversion for an ambush, or darn near anything that a smallish machine might be able to accomplish).  It will generally do its job but there is a 1 in 6 chance that it goes horribly awry.  Reroll if you get this result again.
56 You can't kid a kidder, as my uncle Jim used to say.  Once per session you can attempt to disbelieve an illusion so hard that it is completely dispelled, no roll required.   However, if you try to disbelieve something that is real, you must save versus paralyzation or be stunned d3 rounds.
57-58 +1 Intelligence.  If you already have max Int, gain +1 Wis instead.  If you have max Wis as well, then you get nothing.  Do not reroll.
59-60 Stone Lore. Underground you can detect slanting passages, traps, shifting walls, and new construction 2 in 6.  Subsequent rolls of this item increases it to 3 in 6, then 4 in 6, finally 5 in 6.  Reroll after that.
61 Goblin Loathing.  You are +2 to hit against goblins and +1 versus other goblinoid creatures (hobgoblins and bugbears, for instance).  If you roll this again you also gain +2/+1 damage.  Reroll the third and subsequent rolls of this item.
62 That big nose ain't just for show.  You're only surprised 1 in 6 thanks to your advanced sense of smell.  Does not help against noncorporeal undead, ethereal or astral monsters, and other immaterial foes.  If you roll this a second time, you can now smell those jerks as well.  Reroll after that.
63-66 Giant Fighter.  Against any anthropomorphic foe of at least gnoll or bugbear size you are +4 AC.  If you roll this again you gain the ability to knock such foes prone anytime you get the maximum result on your damage dice.  Reroll this result after that.
67 Once per session you can get out your gemcutting tools (cost 100gp, takes up half a backpack) and re-cut a gem to attempt to improve it's value.  Roll a d12.  If you get a 1-2 you succeed.  If you get a 12 you shatter the gem.  3-11 no effect.  Upon a successful roll a gem of 10gp value or less becomes worth 50gp.  A gem of up to 50gp value becomes worth 100gp.  Up to 100gp become 500gp.  Up to 500gp becomes 1,000gp.  Up to 1,000gp becomes 5,000gp.  You cannot attempt to improve a gem worth more than 1,000gp.  If you roll this a second time your success rate improve to 1-3 on d12.  If you roll a third time you now roll a d20, 1-5 improves but you only shatter the gem on a 20.  This is all about resale value, you do not get more XP for the improved gem.
68-70 You gain the knowledge of d6 arcane cantrips of your choice (I recommend using either the 1st edition Unearthed Arcana or Uncle Gary's original cantrips articles in Dragon #59 and #60.)  You can cast 3 cantrips per day, no memorization required.  On subsequent rolls of this item you gain d6 more cantrips to choose from, but do not get more uses per day.
71-73 You can speak to normal, giant sized, and enchanted burrowing mammals (such as badgers and rabbits).  If you roll this a second time you gain the ability to speak to any mammal.  Reroll this result after that.
74 Your infravision increases to 90'.  Reroll if this result comes up again.
75-77 Kobold Hate.  +1 to-hit, +1 damage, and one additional melee attack when fighting kobolds.  Also, you get double XP for kobolds slain (but not captured or routed).  Each subsequent roll of this grants you +1 to-hit, damage, and another attack, but the XP multiplier increases to triple, then quadruple, etc.
78 If you don't already, you start wearing one of those pointy red hats (10gp new).  Here's why (roll
d6):
  1. Once per session, when you need a piece of standard dungeoneering equipment you don't have, you just happen to have one under your hat.  Even something that doesn't fit, like a 10' pole.
  2. Once per session you can pull a random 1st level wandering monster out of your hat.  They will obey you for d6 turns, even doing wildly suicidal things if you so command them.  Upon death or the d6 turns elapsing they disappear in a poof of smoke.
  3. Once per session you can take off the hat and use it to negate an incoming spell attack.  The target must be you personally, an adjacent ally, or you must be standing in the area of effect.  The hat ingests the spell effect then lets out a small burp.  Touch spells are unaffected.
  4. Once per session you can fill the hat with 100 coins (no more, no less) of the same type, hold it closed, and give it a good shake.  When you pour them out, d100 of the coins will have transformed into the next most valuable currency (copper become silver, silver become gold, gold becomes platinum, platinum becomes 10gp gems).  If you take 1 turn on the second or lower level of a dungeon to do this, the transformation will affect the XP earned from the session.  However, there is a 1 in 6 chance that the hat eats the coins instead.
  5. Once per session if you face a creature with a gaze attack, the hat suddenly grows two sizes and falls over your eyes.  You do not need to save to avoid the gaze, but you are blind and can't remove the hat until the encounter is over, at which time it returns to normal size.
  6. Once per session you can avoid some sort of instadeath situation by sacrificing the hat.  You avoid the dragons breath but the hat is incinerated, the assassins poisoned crossbow bolt nails the hat to the wall, etc.
Each time you roll this item you may collect a new hat effect, but you may not duplicate the d6 results.  Reroll this item if you somehow collect all six and end up here again.

79 Hench-illusion.  You gain a henchman of random type (Seriously, go wild.  Work with your DM to bust out something really ridiculous.) who is completely loyal.  However, if they are ever subject to a dispel magic, dispel illusion, or are successfully disbelieved by a foe they evaporate instantaneously, for they never actually existed.
80-82 You gain +2 saves versus any magical effect.  On subsequent roll this becomes +4, +6, etc.
83 Peacemaker.  According to legend it was the gnomes who first got the dwarves and elves to sit down and hash out their differences.  Assuming you have a means of communication with both parties, you may hash out a fair and honorable peace between any two warring parties, from squabbling spouses up to feuding intergalactic civilizations.  Except kobolds, because fuck those guys.  If you can get both parties in a room together, this process takes d6 hours.  Otherwise, the limits of local communications technologies become a factor.  The peace will hold for d100 years.  You may do this only once.
84-86 You get a pet.  Roll d4.
  1. Badger.  Ac 4, Move 60' (swim 30'), HD 1+2, claw/claw/bite d2/d2/d3
  2. Giant badger.  Same as above but man-sized.  HD 3, d3/d3/d6
  3. Wolverine.  Ac 5, Move 120', HD 3, d4/d4/d4+1, +4 to-hit due to surliness, if anyone attacks its rear they get a skunk-like musk attack, save or be blinded d8 hours, even if saved they are 50% Str and Dex for 2d4 turns
  4. Vorpal Bunny.  Ac 0, Mv leap 120', HD 3, damage d6, crits on 18+
If you roll this a second time and your prior pet(s) is still alive, then you get another of the same.  Otherwise reroll if this result comes up again.
87-88 You're a bit of a tinker gnome back home in your workshop.  You've devised some sort of fairly reliable device that you carry with you on adventures.  Work with your DM to figure out what it is and how it works.  Whatever other details you arrive at, every time you use it there is a flat 1 in 6 chance of catastrophic failure.
89-90 Gain a 1st level Illusionist spell of your choice as a daily power.  On subsequent rolls you get a second level spell, then a third, etc.  (For a source of illusionist spells, I like the 1st edition Player's Handbook & Unearthed Arcana or Best of Dragon vol. 1)  Reroll if you actually gain one spell of each level through 7th.
90-91 If you attempt to put on, use, or otherwise activate a cursed item, you get a save versus Magic to avoid the curse, as you get a tingling sensation just before you fall for it.
92-93 In any situation where the floor, wall, or ceiling of an underground location is unsafe, you have a 4 in 6 chance of detecting the problem in time to give you an action to save yourself and any other gnomes in the party.  If you roll a 1 you can warn non-gnomes in time as well.  Reroll if this result comes up again.
94-95 Amateur Alchemist.  You start each new adventure with a homemade potion of random type.  However, when they are used (not tested) there is a 1 in 6 chance the recipe isn't quite right.  Roll on the Potion Miscibility Table (1s edition DMG page 199) to see what happens, rolling another random potion if necessarily to adjudicate the miscibility results.  If you roll this result again you start with an additional random potion.
96 You have built a good ol' fashioned Gnomish Battle Harness.  It's like that thing Ripley fights the Alien queen with, but all steampunky.  While using it you are effectively human-sized, wearing platemail, have an 18 Str, and 5x current level additional hit points.  You also halve your dexterity while wearing/using it.  You can pop out of it in one round, but it takes a whole turn to strap yourself back in.  The extra hitpoints cannot be healed, but you can repair d6 points with a day of work and at a cost of d100gp in materials.
97-98 If you find a magic item that is a gem or has a gem set in it and the provenance of the item is unknown, you may declare it to be/contain one of the Lost Gnomish Gems of Power.  The item is now usable by any gnome (Unless it's like a two-handed sword of something.  Don't be a clod about this.) and it has additional powers only usable by gnomes.  Roll d4 spells of level d6, generated from any spell list handy.  If the spell is 3rd level or lower, it is a 3x a day power.  Higher level spells become daily powers.  (You can and should ask the DM if any encountered magic item has a gem set in it.  If the DM doesn't know, they should give a flat 1 in 6 chance of it being so, except for potions and scrolls and other wildly inappropriate items to bejewel.  Again, don't be a clod.)  You may do this only once.
99  +1 Constitution.  If you already have max Con, gain +1 Dex as well.  If you already have max Dex too then you get nothing.
00  Roll on the Dwarf chart instead.

Friday, August 25, 2017

Vaults of Vyzor, sesh 14

Roster

Rose Royce, trash elf princess (Kiel Chenier)
Pokey the Porcupine (pet) [Was Pokey actually there?  I think we sorta forgot about the pets this session.]
Sneakerly Trull, half-orc thief (Zak S.)
Mozarella, doggie (pet)
Big Gnome, LotFP specialist (Luka Rejec)  [Luka wanted to roll up a gnome but didn't have any old school gnome rules handy, so he made a specialist to simulate a gnome with a glandular disorder.  I may make a Random Advancement Gnome soon.  I was gonna do Druids next.]
Szazsraz, lizard wizard (Chris Wilson)
Lunch, doggie (pet)
How I imagine Szazsraz.
So imagine you're a newly minted first level PC like Big Gnome or Szazsraz and you end up in a party of grizzled adventurers like Rose and Sneakerly.  They've each been in this dungeon on multiple locations and they seem to agree that the Azure Vault is the area that you need to explore.  Surely, they know what they're doing, right?

Now imagine the first door you open has a wight behind it.


Few fights in D&D are as desperate as those against level-draining undead.  Fortunately, Sneakerly had
a silver dagger, but obviously he was not digging being in melee with this baddie.  Szazsraz joined in by holding 4 silver pieces in his fist, like you can do with car keys.  And Rose started gnawing on the wight's ankle with her one silver tooth, hitting multiple times for 1 point of damage.  Big Gnome waived his shovel menacingly at the wight, to no effect.  Meanwhile, I was rolling crap for the wight and didn't hit even once.  Eventually, Szazsraz rolled a crit and punched the wight's damn fool head off, but, being undead, that did not finish him.  Rose ended the combat by biting through the wight's skull and chomping on its shriveled undead brain.  Ain't no one more hardcore than Rose Royce.

The party then committed some grievous animal cruelty on a pack of harmless, cuddly man-eating crocodiles.  When discussing how to best brutalize the poor beasts, Zak repeatedly insisted that the door between them and the crocodiles would keep them safe because "crocodiles don't have hands."  I was sorely tempted to quietly scribble the world "mutant" into my key to justify giving them opposable thumbs on the spot.

The party found another set of monster cages.  It's a pretty well-known fact now that the first level of the Azure Vault is some sort of prison/zoo/torture chamber for the King of the Elves.  One cage contained 8 lady bugbears and their mewling bugbear babies.  They claimed that they were intended as hostages from the Lord of the Bugbears to the Elf King and that they assumed they would end up working as servants in the kitchens or somesuch, but instead they've been locked up.  The other cage contained a pair of beholders named Sidney and Francis.

The adventurers to the Azure Vault have all faced the same basic problem: their miscreant hearts go out
to the imprisoned monsters, but they don't trust that they can release them and not get eaten.  This time negotations breaking down resulted in Sidney and Francis getting into the eyebeam equivalent of a slap-fight and then crying and hugging it out.  Or at least, whatever passes for hugs among beholders.  Holy shit, is that why they're so grumpy?!?  Without arms they can't hug?

While this was all going on one of the Elf King's jailers showed up, an ogre that looked like Ralph Wiggum but 8' and mean.  He was murdered.  Big Gnome started carrying around the dead ogre's big spiky club.

They then took a nearby stairs down to the second level of the Azure Vaults.  There they discovered a large library haunted by the librarian lady from the original Ghostbusters.  The party checked out some books.  Sneakerly fond a book on orcish cruisine, detailing the correct preparation methods for 99 humanoid and demi-human races.  Luka came up with some great useless book titles (Big Gnome was looking for the most expensive-looking bindings), but I can't find where I saved them.  Of course the whole point of checking these books out was to sell them on the surface, which netted them a tidy profit.

The party then returned to the surface and everyone but Sneakerly got good and properly drunk.  My notes at this point are a mess.  I think Rose lost what little money she had left gambling (and she still owes a pile to the local loan sharks).  Kiel, if you are reading this, your character's silver tooth was also lost.  Big Gnome ended up initiated into some sort of sinister cult, but he was so drunk that he can't remember the passwords or secret handshake.  Was it Satanists?  Pan worshippers?  Followers of Cernunnos?  Definitely a statue of someone with horns and a big wang was involved.  And Szazsraz ended up with a tattoo (not sure how that works with lizards, but what the hey) of two beholders arguing.
Roses map of the Azure Vault I
Azure Vault II


ONGOING ROLL OF THE DEAD

Bufo the Wizard (Makali’i F), Beefo the Gerblin Drinking Buddy (NPC), Willy Whats-His-Name (0-level Loser), Poor Brother Rupert (cleric hireling), unnamed serving boy (0-level hireling), Gwalin Rustbritches (dwarf hireling), Jarrod the Magic-User (Ian Reilly), Jonesy (0-level NPC), Little Liam Linkboy (0-level NPC), Limpy the Naileteer (Jeff Call), Engsal the Enchanter (Alex Joneth), Elfbraham Lincoln (Jeff Call)., Littlens (0-level NPC), Biggens (0-level NPC), Stimpy (0-level NPC), Ren (0-level NPC)

AZURE TOWER GUEST LIST

Big Gnome (Luke Rejec), Szazsraz the Wizard Lizard (Chris Wilson), Rose Royce (Kiel Chenier), Sneakerly Trull (Zak S.), Ilse Raagenkampf (Perttu Vedenoja), Persimion Finch (Galen Fogarty), Magic Meryl (Nick Kuntz), Merrill Meadows (Michael Julius), Chef (Richie Cyngler)

speaking of James V. West

I got a wild hair and colored his awesome Holmes/Moldvay mash-up tribute.

(click to embiggen)

Tuesday, August 22, 2017

mini-review: Doomslakers! OSR Character sheets

I've been a fan of James V. West since encountering his indie generic system The Pool back in '01 or '02.  Only later did I find out he was also a kickass artist, doing cartoony, sexy sword & sorcery stuff in the vein of Phil Foglio or Vaughn Bode.  Doomslakers! OSR Character Sheets is one of several nifty things you can get from his Random Order Creations page at Drivethru.

So I want basically three things from my character sheets: they function as a way to organize character data, they are black & white for cheap printing, and they induce some sort of aesthetic response evocative of the game being played.  Mr. West's product offers six different styles of charsheet that tick off the last two boxes nicely.  I can imagine that the reordering of charsheet elements to fit the design ethos of each individual sheet might reduce their functionality initially, but repeated use would no doubt bring familiarity.  I don't consider that a major issue, given that with this product I can offer my players their choice of 6 options for organizing their PCs.

The bigger issue determining whether or not this product is right for you is that it uses five old school saving throw categories and descending Base 9 AC to-hit charts.  That's perfect for BX D&D, but maybe not for your system of choice.  But if you want some cool ass charsheets to use at your table, then I recommend Doomslakers! OSR Character Sheets.  The set of six is pay-what-you-want, with a suggest price of only one dollar U.S.