Yeah, this picture is a bit disturbing. The codpiece is the skull of Simon’s wizard that died in Devilmount on Friday; this may well be a portrait of his killer.
Thank Jack Shear for the idea of putting hog men in Devilmount!
Yeah, this picture is a bit disturbing. The codpiece is the skull of Simon’s wizard that died in Devilmount on Friday; this may well be a portrait of his killer.
Thank Jack Shear for the idea of putting hog men in Devilmount!
Last night I had a couple friends over, they ran 2 characters each, and the understrength party took on the challenges of Devilmount.
After being sealed for 200 years, the doors to Devilmount just… drifted open. The government is worried. They posted soldiers “on maneuvers” to cover the entrance, and scooped up some local riff raff who is expendable to map the thing for them so when they get some real adventurers they can focus their efforts.
The party was a fighter, a martial artist, a gray man, and a wizard. They headed down, cautiously poked around, and mapped quite a bit. They clashed with a few blackened skeletons, defeated a pack of big rats, and dispatched a number of hog men. They mapped, a new activity for one of the players, but he was delighted when his map matched what I portrayed on the white board.
They got out while they could, and decided after a rest and some healing to focus on one quadrant, guessing the level was divided into quarters. This time they got some more exploring done, but they got cocky when they faced off with more hogmen–especially when even more reinforced them during the fight.
They tried to run, but when not everyone could get away they stuck it out to save their friends–until three of them fell and the fighter was the only one to make it out.
Last night was the first live test of my new Crumbling Epoch system. I like how it went. One of my players would try it again, the other prefers systems with more options for building and growing characters than what the simplicity of Crumbling Epoch offers.
I think it would go better with a stronger party. Ironically, as a corner game at my game table it is unlikely to GET a big group going in. I will likely need to continue testing it on my own. Still, a great test and experience.
One player said it reintroduced fear of monsters in dungeons, something that fades when you have tough characters from level one. So that’s something! =)
So I’ve continued work on my cool party group shot for Devilmount. Here is my thirster, a weak-blooded unliving vampiric type.
The picture is based on Sarah Michelle Geller, from Buffy. She’s holding a delicious bottle of blood.
So Jack Shear made Devilmount, and put “lumpen-ones” in the place of halflings.
I have not put more thought into their ecology yet, but I’m going to. In the meantime, here’s an awesome picture of one possible interpretation. Here is the art from the actual Devilmount book, posted here.
This is lots of fun. I’m inspired by Jack Shear’s Devilmount class re-skins. No need for mechanical adjustments. Encourages constructs, undead, and furries. Roll once for each, and you’ll have a pretty distinct setting. Here you go!
Halfling: 1d6
Dwarf: 1d6
Elf: 1d4
Fighter: 1d4
Thief:
Have some fun with this.
While Jack Shear detailed the gray men in his Devilmount book, there are a few details of their wider lifestyles that were not included. Here is your chance to be smarter than your friends and know some of the more esoteric lore on these odd creatures.
Here are some randomizers to help you make a gray man for play.
Generate a name. No particular conventions, save that it should sound vaguely alien and space-like. Here are some sample syllables, roll 2 or 3. You can use them in the order they were rolled, or arrange to taste. Name first, number second. (There are many possible outcomes that sound like swearing, or other amusing and similar words. You can embrace this, or rearrange the syllables.) Roll on 1d20.
Generate a number. Roll 1d8. For some reason, that’s the range that tends to adventure. Roll 1d4 for technicians, 1d6 for leaders, 1d8 for independent thinkers, 1d10 for crafters, 1d12 for laborers. High numbers mean your type was mass produced and lower quality.
Optional “um” word. Many gray men have a word they use to initiate communication, close communication, and idle during communication. They usually use this a lot when they first meet outsiders, and it tapers off as they interact more with others. However, it is like an accent; some keep theirs, others lose them. In general, gray men use a monotone or modulated voice, usually nasal, and they favor understatement and deadpan delivery once they grasp the concept of humor. (Before then, they do it without irony.) These sounds are more like a collection of noises than a word. They do not say “zabble.” Instead, they warm up the vocal apparatus, and to outsiders it sounds like “zzabble what do you think?” Roll on 1d6.
Now you have a head start on making a more flavorful portrayal of a gray man in your game.
I’m working on my next itiration of Crumbling Epoch. After doing some playtesting, I’ve got some new ideas. Here are a couple that I’m messing with.
Fun, right?!
Kristy and I have a new tradition on date night. We take my molskine pocket book, a d20 and d12, a pen, and Risus Monkey’s DungeonWords. Then, while we wait for our food, I sketch a dungeon and she randomizes words. After the date, I turn it into a 1 page dungeon. The previous and first Dungeon Date is here.
So, polish up that ole ball and chain! It’s time for DUNGEON DATE!
That’s how it’s done. A B/X D&D adventure for a pretty tough group, probably 5-7 th level. Best used by attaching it to something else. Enjoy!
You know what is awesome? Fr. Dave‘s reimagining of the Slave Pits. I have not bought a module that was better laid out and thought through than this one.
One interesting creature he adds to the setting is a “sting hound.” I really was not sure what one would look like. So, I decided to draw it so I could see. =)
If Fr. Dave wants to add this into a document or use it for anything, he has my permission and gratitude.
No. Enc.: 1d6+1Alignment: Chaotic
Movement: 150’
Armor Class: 7
Hit Dice: 2
Attacks: 1
Damage: 1d4+Paralysis
Save: F2
Morale: 9
Hoard Class: none
XP: 29
Stinghounds are one of the successful genetic experiments
of the Abhothians. From a distance, they appear to be
bloodhounds. Up close, however, it is obvious that they are
a cross between a dog and a stingray, with the head and tail
of the latter. They attack with the stinger in the tail, which
has a paralytic poison which lasts for 2d4 turns.