Thursday, April 25, 2013

40 questions for the G+ SWN game

Semi Reboot soon of the G+ SWN game, getting my stuff in order




Reboot will be FLAILSNAILS friendly in the fact that this time we blend more magic with rayguns.  we will be using SWN, Otherdust, and Lab Lord as our systems. this new system has SPACE DRAGONS and ANIMAL MUTANTS and PLANET EATING BUGS



from http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html
some rules questions




Ability scores generation method?
 4d6 and assign or 3d6 in order your choice, we are all here to have fun so i dont really care

How are death and dying handled?  0 hp is a roll save to see if your really dead, if you pass you will have another roll to determine your affliction 

What about raising the dead?  there are Vats for that, they might be expensive in something other than coin

How are replacement PCs handled?   open up a cryo stasis chamber,  take over a henchman, or have 2/3 of your xp to roll up someone new

Initiative: individual, group, or something else?  d8 individual

Are there critical hits and fumbles? How do they work?  yes,  you can either do double damage or something cool OR  your weapon breaks/ you shoot someone else

Do I get any benefits for wearing a helmet?  in space, yes, in spore fields, yes,  while partying on the orbital, no

Can I hurt my friends if I fire into melee or do something similarly silly?  yes, yes you can

Will we need to run from some encounters, or will we be able to kill everything? fortunes wheel is fickle, but you can try to talk to anything

Level-draining monsters: yes or no?  yes, but rare

Are there going to be cases where a failed save results in PC death?  yes, especially in the void of space

How strictly are encumbrance & resources tracked?   dont try silly things and i dont seem to care

What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? inbetween episodes

What do I get experience for? spending money, killing things, talking to things, seeing new planets

How are traps located? Description, dice rolling, or some combination?  all of the above, there will be hints

Are retainers encouraged and how does morale work?  it depends on the mission, they can be useful, you will get NPC's to do things you cannot.   anyone can run at any time

How do I identify magic items?  through science

Can I buy magic items? Oh, come on: how about just potions?  you can buy science, you can buy stims

Can I create magic items? When and how?  depends on how you roll a crafting skill, and usually a big expensive lab

What about splitting the party? I have seen it work and not work





and some more on setting from


  • What is the deal with my cleric's religion? we support futuristic polytheism, dream up a god, and it will be fit in, but its hard to play a cleric in SWN as there arnt any.  Psychics are a hybrid MU/Cleric (more on that later) 

  • Where can we go to buy standard equipment? at the commisary it will be issued, or on the market deck of the Orbital, or Tween decks if you want something maltech. if you buy enough of it you can start your own asteroid supply store

  • Where can we go to get platemail custom fitted for this monster I just befriended?  most monsters either have a culture and armorers or they are just monsters and you dont befriend them

  • Who is the mightiest wizard in the land?  Dr Zo on the Orbital, any Mother of the Steel Arks, chi'gdf'odj-sdsd'sdfkq of the Insectoids,  and perhaps any Ancient Asteroid Dragon that take a fancy to you
  • Who is the greatest warrior in the land?  the HMCS Medusa, a capitol ship of the line.  
  • Who is the richest person in the land?  Golden Koi Brewing and its board of directors
  • Where can we go to get some magical healing?  Dr Zo and his Vats

  • Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath? If Doctor Zo cant do it, a Dragon might be able to, or a steel ark medic porcupine

  • Is there a magic guild my MU belongs to or that I can join in order to get more spells?  you experiment for spells or suck them out of AI

  • Where can I find an alchemist, sage or other expert NPC?  Try the Orbital vermin roachs on the tween decks if it isnt something in ships stores

  • Where can I hire mercenaries?  Zippys Caberet or the closest boarding ramp from a miner freighter. do you want quality or quantity

  • Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? If you start a fight on the promenade, maintenance bots might fry you 

  • Which way to the nearest tavern?  The whole orbital is a brewery, if you want fancy stuff go to Zippys Cabernet 

  • What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? Insectoids, think steel bugs who eat steel, that is the pressing problem.   or a Asteroid Dragon, havnt seen one of those dead in ages

  • Are there any wars brewing I could go fight?  The Steel Arks hate the dragons, the dragons hate the spacers of any sort, the Insectoids hate everone, well dont hate, just want to eat

  • How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? Deck 13, the stardome

  • Are there any secret societies with sinister agendas I could join and/or fight? The Steel Arks are pretty secret, there agenda is pretty open, they want to free the animal in all of us.  The Deckhands union just wants time to be fixed and to go home, The brewery just wants to make money, but there are those shadowy elementilists, they have secrets

  • What is there to eat around here? spent grain cakes with yeast icing, fungas and tomatoes
  • Any legendary lost treasures I could be looking for?  any lost ship is treasure

  • Where is the nearest dragon or other monster with Type H treasure? the purple nebula has richs, so do the belts around Camelot, but you need a fast ship for those 

  • Wednesday, April 17, 2013

    Wreck of the Golden Koi a mini adventure to put a little Ruins & Ronin in your S&W

    song dynasty junk 13th century, Wikipedia commons




    If you read the last post on ruins & ronin and thought you might give it a try, heres a little something i thought up that might help you put a little of it in your western fantasy setting.  A wreck of an oriental ship with some oriental monsters and loot
    Getting it there can be solved in a variety of ways, If your adventure is near the sea  you can have it floating in a calmed bay after a storm , or beached. If your running a saltbox have it found in a calmed area way out at sea.  

    OR due to the magical instruments you will find on board you can do one of these

    middle of a large lake after a VERY large storm has passed through, OZ style

    seen at the top of a cliff or mountain at dawn after a very dense fog, Mystery style

    crashed into the tops of some Stout oak trees in the middle of a woods hex, gonzo style


    from far away
    you hear the drums, no not drums, but one drum very large drum, somewhere in the distance before you see the ship, it is a ship but it has very strange sails from what you've seen before and tattered long banners

    closer but still not near
    the drum is louder the closer you get to it and seems to be coming from the center of the ship, perhaps from under that thatched structure near the front. Light of a greenish hue shows through the port holes in the bow seeming like multiple eyes of a terrible ship shaped monster.  The drums echo in your ears making concentration hard and instilling terror ( throw a save in here if you want to shed some henchmen or mess with casting)

    a little bit closer
    you see what looks like empty cages broken on the decks and scattered on the ground or water. you see no movement on the ship except for the tattered sails and banners. The Drum is deafening at this point, hard to talk or think

    at this point lets throw out some monsters
    if its on water

    Awabi (Sea Demon) Ruins & Ronin page 31
    2d4, perhaps they escaped the cages or clung to the hull, they just want to eat you
    about half will carry net bags with large oysters in them with a chance of a pearl inside. they will not go on the ship

    or if its somehow mysteriously on land or in the trees 

    scattered around the wreck will be 1d4 large oriental stone lanterns that seem very out of place

    ancient stone lantern in traditional Japanese zen garden in Kyoto, Japan; focus on lantern Stock Photo - 2908409

    they are actually  Bakemono-Toro ruins & ronin page 32 waiting to ambush the party (stone goblins who shapeshift) at least half will carry katana swords that will revert back to stone with them when killed, the rest claws


    The Ships top deck
    The drum is defiantly coming from under the thatched shack and it is huge and deafening ( another save perhaps) and the thing drumming is even bigger 

    closer inspection will reveal a chained Tusken Ogre dressed in once fine silks with one horn on his forehead and three blinded eyes. he will continue his drumming unless disturbed.    If disturbed in any way he will cast his mirror image behind the party on the deck and proceed to try to break his chains.  (start rolling break out dice)  he will use the chains as a weapon if possible , he roars at you in a far away language

    the deck is covered in salty kelp (perhaps slippery?) and broken cages, barrels, and twisted rope (terrain, difficult ?)   

    he carrys at his waist a large cleaver and a single key, If by some chance someone speaks eastern tusken ogre and he stops trying to kill you long enough to chat all he will say is, "I have failed to bring my brothers with the Taiko"  or " we locked her away to save ourselves, the dishonor is great"  but im just putting that in there because players surprise me, always.

    If you let him just keep drumming several things could happen.  he might die of fatigue,  a dragon might swoop down and fetch him (oriental of course) or an entire army of Ogre mages and tuskens might invade the countryside looking for the ship, your choice one or all


    other things on the deck.

    a very large hatch down to the cargo area, complete with pullys and cranes for loading stuff.  it is securely latched but there is the strong smell of alchoholic spirits wafting up

    a door to the large deck cabin that has been securely closed and barred from the outside with nailed wood, black iron bars, and silver chain (200 lbs). there is a lock of ornate workmanship holding the chain together.    the lock is in the form of a tiger made of copper and jet inlay and yes the key will fit it BUT,   the door isnt trapped the lock is (electrical attack is the key is used unless disarmed or bashed to bits)

    the crew and cargo level
    Opening the cargo hatch its dark down there but you can hear movement if the drums are quiet .  The smell of booze is heavy (sake) and has about a inche of blood in the bottom that is littered with broken barrels, hammocks, debris and parts of bodies. hiding in the dark are 1d4 crazed Oktomon
    http://www.d20swsrd.com/swords-and-wizardry-srd/for-the-referee/monsters/all-monsters/monster-details-o-through-r
    they will try to fight there way out of the hatch and jump overboard either into the water or land, but they will fight, just to escape

    there is a hatch down into the cargo area, players will note an even stronger smell of spirits and see that it is partially flooded with the contents of barrels of rice and sake
    File:Sake barrels.jpg

    any one with a torch should notice that it sputters and flares when this hatch is opened

    1d6 psudopods of a mixture of rice, blood, magic, and sake will rise from the murk of the flooded cargo bay and attack

    NEW MONSTER
    SAKE PARA -ELEMENTAL

    4HD AC2 1d6 attacks a round for 1d6 to submerge and drown, 0 movement save 8
    cl/xp 5/ 650 SPecial

    Special, Fire attacks do double damage but will cause it to EXPLODE for 3d8 upon death and burn for 2d6 turns
    Special takes half damage from slashing, piercing, or cold damage

    this encounter should have a high chance of destroying the ship, any cargo, well everything in a great ball of flame if anyone uses fire or drops a torch


    Treasure 2d20 barrels of good Sake if its not destoyed


    The locked and barred Cabin

    opening the door will take a while and is trapped with the lock as mentioned above but the door opens outward

    or they can look into the portholes on the side and see

    a hooded tall woman stands inside a circle made of blood and salt holding a large sphere cut with mythical writings, the circle glows a bright green and smells of the sea and decay, her hood is drawn over her face and she seems to be muttering a prayer or spell.   there are several chests and a weapons stand holding ruins & ronin weapons and armor stand with a blue complete suit of O-Yori

    she will throw back her hood on sensing the party either at the door or porthole (save or dice off)

    and we have a SEA HAG .   fight, parley, however, it might be tough any way, depending on if you have found her Oktomon's, reactions, or however, i leave that up to you and your players

    She holds a Sphere of otherworldly travel, its cursed, it likes to go places that are bad, and if you use it you will go also, enough of the idea there


    appropriate cool nautical treasure  and ruins and ronin stuff to be found in here, along with celestial maps, maps of far off places and a journal

    long story short

    Sea Hag and Oktomon attacked and boarded a ship and tried to use the Sphere to escape a storm but got swept up into it instead.  The Ogre worked for the Ogre Mage who owned the ship, who knows where the Ogre mage is now. most of the crew was killed and eaten and alot of caged monsters escaped (feel free to populate surrounding area with oddities, Sea Hag went crazy randomly zapping them from place to place and the Oktoms rebeled and helped the blind Ogre lock her in the cabin before they went below decks and he chained himself to the drum to summon help while she randomly zapped them around

    too much blood, magic, and sake evolved into the sake para elemental below decks who the oktomons fear more than the locked away sea hag


    So i hope you liked this all i used was a picture, a copy of ruins & ronin, an hour drinking Monster on the porch and my imagination, please do with as you please

    now im gonna go read about rocketships again