Showing posts with label Radioactive Paradise. Show all posts
Showing posts with label Radioactive Paradise. Show all posts

Thursday, February 21, 2013

And out of the radioactive marshes rise..... (NEW MONSTER)

http://tippyzd.deviantart.com/art/puff-the-magic-dragon-142532791



The Players having found themselves in a tight spot at the bottom of a pit full of rusting cars and brackish water with some gun toting devil swine hunters wanting to parley decided to make some friends of gobstop, frank, earl, a boy named pork and an mysterious 3 armed one legged hopping necromancer

we only had one major thing the whole evening of games and i leave that here

Radioactive Marsh Dragon with a twist of acid and a splash of strange gut chemicals

No. Encounter 1 or 2
Alignment Chaotic Hungry
Movement 120' floating flying only
Armor class undamaged 9 due to size and floating, down on to max AC 5 once it starts deflating 
hit dice 6
attacks 2d10 acid twice per day, 4 attacks claws 1d4 (short little arms) if punctured 1d10 blast 
saves as fighter /warrior 6
xp 600
treasure/ harvest-able acid resistant skin with survival roll, 1d6 jars of 1d10 acid
long sharp hollow rib bones as 1d6 exotic javelins, craw full of acid melted precious metal lump 1d10 pounds of mixed metals copper, elect-rum   silver and crushed worthless gems 

Ecological Notes

The RMD looks like a large bloated creature with small wings and 6 little tiny legs covered in a slightly greenish blue stretched skin in its floating form.

Their guts turn acid damaged meat and vegetable matter into a type of non flammable and acidic lighter than air gas which inflates them to float in the air. 

they float lazily above ruined areas looking for heat signatures as they have poor eyesight but can smell heat and will often land directly on a large heat source. 

They are not very aggressive and will stay aloft as long as the gas inside is buoyant before they need to eat, while eating and on the ground they can barely move as they have tiny little legs having difficulty on non floating movement 

They can use their breath attack twice per day once at the beginning of combat and once as a final dying act if damaged. being full of gas any piercing, slashing, or explosive attacks will release a spray of acidic air blasts from the puncture 1d10. they are non flammable and their body chemistry rabidly extinguished flames  

AC 9 easy to hit in bloated form they become more difficult after leaving some of their gas by one AC each hit down to AC 5 

not much is know about their mating habits but there have been rumors of large acidic ponds with thousands of swimming tadpoles in a similar shape and coloration 

they are often hunted for their skins and acidic fluids by the suckmuck tribal militias  


















Wednesday, February 13, 2013

First days on the road....... Snakes, and trees, and toddler monkees

Dead Cow Eating Tree


Our "Pilgrims" left FrenchPost today on a journey of exploration and discovery 
 Murderhobo expedition .   

Cast of characters

The 7 foot tall vivimancer armed with 15 flasks of oil and a bow and one eye, two mouths 

The Diplomatic Speaker covered in moving tattoos , always the Optimist

Never Sleeps, Scrounger with a hankering for spare parts and explosives

And Lastly, Our Sociopath Lady Illusionist who needs a laser rifle

Having been recently expelled from the town in a yearly ritual our adventures head out into the radioactive paradise to investigate the rumor of " a witch tree broke down the corral at farmer pugs and ate his cows". Arriving at the farmstead to the sound of screams from the barn loft they fling open the doors to find a giant snake, mid meal and trying to fit through the hatch it came in from.  A few well placed arrows and a sleep spell and one snoozing snake is dispatched with a well placed but perhaps mis spent revolver shot to the head. Skinning and snake ration harvesting ensued. 

Seems the little lady trapped in the barn loft is the only one at home as her pa and brother are out trying to round up the cows that escaped when the corral was broken down by a witch tree with a hunger. Following the trail they sneak up on a witch tree slurping out the insides of the farmer and a battle ensues. 

you will remember one of the players has 15 bottles of oil rolled randomly , well he only has 7 now.  through some well placed Molotov cocktails and a entangle spell no more evil tree and a minor forest fire that takes the rest of the day to put out. (yes they mentioned putting out the fire, as i already had an idea for the night time part of this segment if they didnt )

The next morning led to some tracking to see if the tree had any loot at its lair, yep that was the phrasing. This led to a clearing with some kind of one wheeled vehicular track that lead to a ashpalt-crete ancient roadway leading into the Piney Rads. Someone remembered a rumor of a underground truck full of guns near here so they strike out looking for that with no real clue as to find it.

searching the ruins looking for anything leading down did lead to a lucky roll and a stairway down into a parking garage fell into a sinkhole, salty brine and twisted old vehicular transports, and lo and behold two of them where box trucks, one unlocked, one locked

everyone climbed down into the sink hole and quickly searched the unlocked cargo area of the truck finding a box of guns, super soaker water guns.  the pyros in the bunch then reminded the rest that they still have 7 flasks of oil and a few lighters, this is gonna be interesting

searching through the other locked truck they find some lifestyle stims , a map, and some fake head sized jewels right before they looked up to their unguarded rope and saw another scavenger team at the rope, guns pointed at them and looking stern

Tune in next time for DIPLOMACY OR BUST: Parley in the radioactive wastes 




 








Tuesday, February 12, 2013

Getting Adventures on the road in the Radioactive Paradise



The Feast of St. Armstrong of the Church of Mournful Rejuvenation of FrenchPost

It suddenly struck me that that tiny pea, pretty and blue, was the Earth. I put up my thumb and shut one eye, and my thumb blotted out the planet Earth. I didn't feel like a giant. I felt very, very small.
Saint Armstrong

On the 13th of the month that it might still freeze and the beast overrun us it is tradition to hold a large feast with savory stews and sweet breads, baked inside the sweet breads are little metal tokens. Those that find these tokens are chosen to leave the town for a day and a year on a journey of exploration like the patron saint of the church of mournful rejuvenation, St. Armstrong.

The townsfolk cheerfully will give the adventures Salt, Torches, Rations, a fresh shave and enough rope to hang themselves if they so choose.

No one has ever chosen not to go, it would be bad mojo for the town as everyone believes that the church keeps the lights on in town and the beasts at bay.  

“Pilgrims” as they are called are not completely cut off from FrenchPost during the year and a day, they are welcome at Gastons Catfish Farm and Salvage Works on the north side of town. It is a gathering place on the river for various nefarious river folk and expeditions west to Lunar and East to Thorney Pines


cool piece of stained glass seen on the internet http://peaceloveglass.com


Sunday, February 10, 2013

Bang Bang, its Dead, some simple houserules for combat







Photo
Picture from Stacy Dellorfano


Laying out some of the simple houserules for the homegame


GUNS AND GUNFIRE HOUSERULES

  • Track your ammo, its valuable
  • Guns make noise, monsters have ears
  • roll a one to hit and something happens
  • 1-3 missfire, bad ammo, reload.  4-5 jammed weapon, you should have cleaned it, telling me that alot will get you a reroll. this also will reduce your weapons repair by one.  6. you broke it, perhaps someone can fix it
  • If you burst fire the above happens on a 1,2, or 3


FLAMING OIL, it comes in different grades and has a chance of hurting you or others if you miss

MELEE WEAPONS
  • they can break or degrade on a 1 to hit
  • they are quieter than guns
  • you can hit your friend in the face with them under certain circumstances on a 1
  • there are no magic weapons, just technology ones

BOWS
  • on a 1, you 1-5 loose or break the arrow on a 6 you break a string
  • you can shoot into melee, if you miss you roll again to hit and it could be your friends back you hit

Friday, February 8, 2013

Majik rules for a radioactive paradise


DC COMICS. ZATANNA.


Mages and how they are gonna work in this game (subject to discussion)

  • We are using the mages from T&T, Yall have the line to that as its my favorite and ive gone over it, But
  • They will save as an Other Dust Speaker
  • and level the same
  • they will choose backgrounds as per Other Dust for skills
  • and pick training packages from either Speaker or Survivor
  • you get the first 6 randomly rolled spells at start
  • any new spells either someone will have to teach you taking d4 days per level, or you can perform a random ritual ( i have random charts for that) or you can take certain drugs and after the effects wear off you will know a random spell) THERE ARE NO SPELL BOOKS
  • all spells have a visual effect of some kind when being cast
  • Mages are mutants, but dont think they are.
  • Some churches like mages, some hunt them
  • you can cast any spell you know up to the amount of slots you have
  • after you are out of slots you can take a saving throw vs spells to cast another spell but if you fail that you loose d6 per level system strain and have a chance 1 in 6 per level of getting a bad powersurge (i have a table for that also)
  • it gets harder to make the saving throw each time
  • mages have 1d6 per level HP
  • mages can use any weapon
  • mages can wear armor, but it will mess up spell casting BADLY
  • Radiation levels effect spells






Wednesday, February 6, 2013

Rumors overheard in a radioactive paradise





Big pile of Rumors for the new game, these might be things overheard, remembered, or full out boasting and lies of the bored and frightened farmers in the area





Rumors and Sayins around old FrenchPost

  • “Them there lights over the Piney Rads is getting more frequent like”
  • “Yeller Bill done returned from the Port Rads with a heap of Silver that didn't crackle”
  • “Lunar is going to mount an expedition to the Piney Rads”
  • “them preachers at thorny pines done hung another RadMan “
  • “The grain has a funny orange fuzz on it in the southfield, Mother Amy said we cant burn it this time because the smoke will pollute the air”
  • “some more beastfolk floated down the river ona raft yesterday, the guard shot 2 of them but one got away”
  • “they found old mans hawsers six legged dog the other day, he was in a bad way”
  • “The rust isles are real i tell ya, They can fly to paridise and only charge a shiney gold anvil”
  • Big Lizard with wings haunts the way south delta rad zone, my grandpappy told me there were two cities down there, you ever seen a city flying lizard”
  • “them there thorny pine preachers is from the city of Pharos, they eat each other there”
  • “gimpsun done found a old truck full of guns, said it was in a cave down west, but aint got no proof”

  • “gahlagers still blowed up the other night, he said it was fairys”
  • “Yall here ezehkial done quit being a wizard, said he cant take no more mutations”
  • “I done heard that makson is going to take the truck full of grain all the way to the bridge to trade with folks from Jax”
  • “Kale found a note on a pigeon-ossum he shot the other day”
  • “Jonus said theres a steamboat working on the lower river near the suckmucks, thats impossible”
  • “a witchtree done showed up in farmer bells coral and ate his milk cow”
  • “well i heard there was a devil cow in his herd”
  • Agnes said that barn cat can talk to you with its brain and that it follows the pilgrams each year till they die
  • “The Lunars are trading Batteries for Sugarcane, said they need it for their books”
  • I got a Lunar book once that had drawings of some flame gun in it, lost it in a poker game with the guard
  • “ Seventeen head of sheep disappeared in the lower 36 hexacres near the river, the whole damn herd”
  • “Galavant is hiring for an expedition to the port rads, goinf upriver on a trwalerboat
  • Have you seen that balloon floating in the air after the last big storm
  • Cornrad found a trapdoor when he was hiding near a woodpile on the last trade with the preachers, he said he heard people talking underneath it

File:Loose lips might sink ships.jpg


Tuesday, February 5, 2013

and instead i create a radioactive paradise

So, after a holiday break the homegame starts back up and they all say "we want to play something wasteland, Fallout-esque, something with mutants all on one planet"

So, we rolled up Other Dust characters and a couple of mages from http://the-city-of-iron.blogspot.de/p/publications.html

and i came up with this.....
This is just a player map, it goes with this little bit of info on the places

FrenchPost is an ancient settlement dominated by a large Stone church on a hill above the River Red . for the most part it is a peaceful farming community but lives in fear of its neighboring enclaves and areas. Once a year there is a festival of St Armstrong in which several members of the community are exiled for a year and a day to go on pilgrimage (that is you player). mutant friendly
(church site, ancient hate hill beasts to north, ancient settlement 900 people tech 2 oligarchic )

To the East is the small community of Thorny Pines organized by a strict caste system of farmers and woodsmen who are very distrustful of outsiders and mutants. They are mostly formed of a reform group from Pharo Elvis who escaped to lead a pure and simple life farming
(caste based, splinter group, reform, tech 1,  200 people , tribal)

Pharo Elvis was once a great city along the River Man but is now a site of depravity and anarchy led by religious zealots who live in the waste of the city, there are rumors of great food supplies and demons stalking the night  (400 people, tech 1 , anarchy)

Far to the east along the stone road is the remains of a city known as Jax.  Little is known except there used to be a government city here where 6 great roads met and that now it is a land of degenerate cannibals . there are rumors of a large government complex in the area somewhere near a lake

The Port Rads Zone  is north of FrenchPost and is said to be a scavengers paradise and the radiation seems to be going away in the area.  but travelers report sightings of more and more hill beasts in the area from the north

The Pine Rads Zone centers on the remains of a large military base and rumors abound about strange lights in the night sky and aliens, but know one knows if that is true, what they do know is that the trees will eat you

Across the River Sacrament   is the land of the Iron Star, a pre collapse government whose borders are patrolled by robots that shoot on site and dont bother with questions.

Little is know about these western lands except for the occupants of Lunar a heavily fortified ruined spaceport whose occupants barter for lost tech, and grain in exchange for printed books and medicines (300 people, industrialized, tech savants, mutant friendly)

Far to the North are the savage lands of the Hill Beasts who lead raiding parties south in the spring of the year and the sunken swamp lands known as the SuckMucks where odd violent creatures are known to chop men in two with heavy claws and armored hides

Somefolks say that if you can get through the swamps you come to the sea and that many people live on metal islands and have fabulous technology, but thats just rumor, perhaps






So i guess we will play a little Other Dust with Wild Magic, no worries
i can still use a lot of stuff i used in SWN

Books i will be using are

ASE 1-3TotGaD 1-2CarcosaOther DustTheorems & Thaumaturgy

and watching