Monday, October 29, 2012
Saturday, October 27, 2012
Wednesday, October 24, 2012
Saturday, October 20, 2012
Friday, October 19, 2012
Wednesday, October 17, 2012
Tuesday, October 16, 2012
Audrey II ignores all Minor Wounds.
The plant can perform a number of tendril attacks per round (two attacks per opponent!), but only one bite attack per round is permitted.
Once a round, the plant can attempt to grab an opponent. This requires a Moderate attack, but if successful the next round it can begin to squeeze, doing +3 damage per round. It requires a Hard action to break free of the plant.
-Rooted in place
At this stage, the Audrey II still requires to be rooted in soil. It is capable of dragging itself a few meters, but its tendril's are not yet strong enough for independent movement.
Damage: Bite +5
Armour: -5 (main body)
Damage: +2(hit), +3(squeeze)
No. Enc.: 1
Armor Class: 4
Hit Dice: 5
Attacks: 2 (tendril), 1 bite
Damage: tendril d4, bite d10
Hoard Class: II
Mean Green Mother (Audrey 20ft)
Audrey II ignores all Minor and Serious Wounds from mundane weapons.
The plant can perform a number of tendril attacks per round (one attack per opponent), but only one bite attack per round is permitted.
Once a round, the plant can attempt to grab an opponent. This requires a Moderate attack, but if successful the next round it can begin to squeeze, doing +8 damage per round. It requires an Impossible action to break free of the plant.
If a person is grabbed, the plant will attempt to eat them in two rounds if they are not freed.
At this stage, the plant is capable of movement (10'/round), but still requires soft earth to root itself in during non-active periods.
Damage: Bite +10
Armour: -10 (main body)
Damage: +5(hit), +8(squeeze)
G: 2 (for sever)
No. Enc.: 1
Armor Class: 2
Hit Dice: 10
Attacks: 2 (tendril), 1 bite
Damage: tendril d8, bite d20
Hoard Class: VI
-tendril's are severed with damage of 8 or more.
Monday, October 15, 2012
Step 1: Room
1 Small Room
2 Small Corridor
3 Medium Room
4 Medium Corridor
5 Large Room
6 Long Corridor
Step 2: Exits
1-2 No exits
3 1 exit
4 2 exits
5 3 exits
6 Secret door
Step 3: Event
5 Player’s choice
6 Roll twice!
Saturday, October 13, 2012
On a related note, has anyone made it a house-rule where if a party member says 'I don't know', they are automatically attacked by a green slime?
Cuz if there isn't one, there should be.
Wednesday, October 10, 2012
Monday, October 8, 2012
One player goes first and is the GM for that round. He describes the entrance to his 'dungeon' and runs any encounters. Then the party moves inside and the next player is now the GM and she describes a room or corridor from her module, running any encounters ... and so on.
Wanna get weird but don't want to jigger with the rules too much?; go with a D&Dmash; use a Dark Sun/Starjammer/Planescape/Forgotten Realms mash. Wanna go a little weirder? Open up to anything! Personally, I'd I'd love to play an All Flesh Must Be Eaten/Shadowrun/Paranoia!/GammaWorld mash.
Of course, you have to lose your arm first.
Sunday, October 7, 2012
MSG stands for Minor, Serious and Grievous and stands for how many Wounds a character can withstand. Starting characters begin with 2 Wounds in each category, but that number can be changed with Traits or Flaws.
Minor Wounds are automatically healed after a battle is over.
Serious Wounds require a significant period of rest to heal.
Grievous Wounds can only be healed through medical or magical means. If a character fills all their Grievous Wounds they are dead or at least permanently affected/crippled.
How you take Damage will be covered in the Combat Section.
Origin stories are boring, goals are interesting. Players who give their character a Quest gain a starting BS point. Starting Quests can be almost anything the player imagines and a few famous examples might include; ‘deliver a load of spice to a crime boss’, ‘kill the six fingered man’, ‘find a way back to Kansas’, and ‘kill Bill’.
The goals do not have to be that lofty, but they cannot be easy (‘find a penny’, ‘put on socks’ are not goals). Fulfilling a Quest earns the character a BS point at which time they are free to choose another goal.
[edit: forgot the MSG]
Ozz Dogleg, the Pirate
-Pirate stuff, Arg!
-Starburns’s High Hat; Ozz wears a tall hat given to him by his father, who claims he found it on a deserted island perched on the skull of the infamous pirate captain known as Starburns. While wearing the hat, Ozz is often mistaken for the missing captain, which often intimidates enemies and allows him to bluff his way out of difficult situations.
Quest: Ozz is looking for his father who disappeared off the Emerald Coast nearly ten years ago while in search of the lost city of Sierra Wapo.
BS Points: 1
Saturday, October 6, 2012
Ben Elton (Blackadder) once said that with every series there are two bad episodes, two okay episodes and two great ones. At least this way there can be only crappy one left ... right?
10937 Batman™ – Arkham Asylum Breakout
Ages 14+. 1,351 pieces.
US $159.99 CA $209.99 DE 159.99€ UK 129.99 £ DK 1399.00 DKK
The villains have broken out of Arkham Asylum and must be stopped! Sound the alarm! The Joker, The Penguin, Poison Ivy and Scarecrow have escaped from Arkham Asylum with the help of Dr. Harleen Quinzel. These villains are about to wreak havoc in the streets of Gotham City! Help Caped Crusaders Batman™ and Robin swoop into action and put those good-for-nothing criminals back where they belong! Chase after the security van as it breaks through the gothic gates! Then throw each villain back behind bars in 8 highly detailed rooms. Includes 8 minifigures: Batman™, Robin, The Joker, The Penguin, Poison Ivy, Dr. Harleen Quinzel, Scarecrow and a guard, all with assorted weapons or accessories
•Includes 8 minifigures: Batman™, Robin, The Joker, The Penguin, Poison Ivy, Dr. Harleen Quinzel, Scarecrow and a guard, all with assorted weapons
•Features Arkham Asylum, security gate, gothic décor, moss, vines and ice elements
•Vehicles include security van
•Security van features opening back doors, removable roof and stretcher
•Arkham Asylum features opening cell doors, special Poison Ivy cell with transparent doors, the Mr. Freeze icy tower room, the Dr. Harleen Quinzel office and changing room, medical treatment room and security reception area
•Security gate features opening double doors and security camera
•Weapons include Batarang and kendo stick
•Recapture the villains!
•Break through the gate with the security van!
•Open all of the cell doors and let the villains out!
•Unleash The Joker from his cage restraints in the security van!
•Arkham Asylum measures over 12″ (32cm) high, 13″ (34cm) wide and 5″ (14cm) deep
•Security van measures over 2″ (7cm) high, 5″ (13cm) long and 2″ (6cm) wide
•Security gate measures over 5″ (12cm) high and 9″ (24cm) wide
Thursday, October 4, 2012
You are Will Riker
|At times you are self-centered
but you have many friends.
You love many women, but the right
woman could get you to settle down.