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About drunkonduty

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    Standard Hero
  • Birthday 01/11/1970

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    Button pushin' monkey

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  1. I'm getting set up to run a fantasy hero game on Roll20.
  2. Oh and Blast from Afar: make it two powers - 1. targeting clairsentience of some kind 2. the actual blast. Indirect sounds essential. Maybe consider No Range Penalties and Unified Power with the clairsentience.
  3. I like @Tom Cowan's suggestion. But I would add Indirect to allow for going around corners. What I'm unsure of is whether or not each lot of damage would qualify as a separate charge or not. Does anyone know? (Am away from my books.)
  4. Flint knapping carried on into the 19th century. Tinderboxes, flints for muskets. Correction: 1940s! Here's a video.
  5. Session 9. TL;DR: the heroes get framed into doing a dangerous job. They bump into their enemies at a sumptuous ball. The heroes are in the land of Axum, wondering if they could maybe find a guide to help them reach their destination. They are in fact sitting in a tavern discussing their next move when the place fills with cops. The heroes are accused of the crime of "Disturbing the Elemental Balance to the Detriment of the Common Weal." To whit: the marid is now off the coast of Axum and in a terrible mood. Fierce storms are lashing the coast and are interrupting trade. The ruling council of magi who run Axum need someone to blame; they have picked the heroes. In all fairness, technically, the heroes are guilty. There follows a scene in which I, in the character of the leading officer, explain repeatedly to the players that "under arrest" means you do not get to keep your weapons, armour, spell components, etc. Anyhoo... the heroes languish in some not-so-dismal cells for about 3 days when they are approached by a man named Salana. He offers to spring them from jail and give them the freedom of the city in return for a favour involving great danger. The heroes are naturally suspicious and one asks if Salana had had them imprisoned just so he could blackmail them now. Salana assures them that he had nothing to do with their arrest; that was his ex-wife's doing. Someone asks if he is helping them just to annoy his ex. Salana says no, that's just icing on the cake. Negotiations follow and Salana offers them a small fortune in magical potions in additional payment. The heroes agree to the terms. Behind the scenes: Salana needs the heroes to gain him access to the Tower of Art, a place that acts as a repository for magical power. He needs to access the Tower on a night of a mystical conjunction. A night when certain magics are at their most potent. A night when all the magi in the city are obliged to stay the hell away from the Tower. The heroes are to get in and place a magical key into the Tower's control panel. Once the key is in place Salana can magically enter the Tower and finalise his ritual. He wants to use the stored magic power to turn himself into a lich. Not that he's telling the heroes precisely what he has planned. Just to get him in and then take his "sleeping" body back to his home after the ritual. The heroes are quickly released and have the run of the town. They also get to stay in Salana's palace. The night after they are released the heroes hear about a big hubbub down by the city gates. A couple go to look and they see a score of skeletons marching up the street. They are escorting a large, ornate carriage. The carriage is painted with frescoes of Osiris and Isis in the Underworld. An odd feature they note is that the carriage is lacking any windows. Riding alongside the carriage is their old friend, the traitor Ferridoon. Another score of skeletons march behind the carriage and at the very back of the parade stalks a hulking gnoll woman. The Kemeti are in town. On the night of the conjunction the all the magi in the city are expected to be at a grand ball. This is ostensibly a celebration, but really just so everyone can keep an eye on everyone else. Salana invites the heroes to attend. It'll be fun, he says. The ball is also close to the Tower. The heroes are enjoying the ball when a new party makes a grand entrance. At the head is a small, plump, yet ever so impressive woman, Salana's ex-wife Nyala. Behind walk three individuals. Immediately obvious to the heroes is the tall, scarecrow like figure of their old friend Ferridoon. Beside him shuffles a figure who is completely hidden by voluminous robes and a deep cowl. Lastly, but most jarringly, they see Lady Jasmine Sunblessed. Lady Jasmine is their old commander and was last seen dying upon the blade of Lord Iniquitous way back in the opening scene of the adventure. Nyala walks straight up to Salana and asks to meet the Akkadians he spent so much of his political good will to free. She introduces herself and her own guests. There followed a hilarious scene in which the heroes freak out. The paladin's player cannot lie. She just can't. Nor can her paladin. So to avoid giving away... everything the paladin spends the entire scene stuffing pastries in her mouth. If there is ever any chance of sound escaping her mouth she shoves in more pastries. But she does peak under the cowl of the mystery guest and realises that he/she is a mummy. The mummy introduces themself as Ak-Hortep and asks why a child of Bast consorts with filthy Apep worshippers. Paladin can do nothing but offer them a pastry. The sorcerer, the party's most charismatic member, immediately hits on Lady Jasmine. She returns the flirtation and gives the little fellow a smile that shows her extended canines off to their best advantage. The cleric's player had been out of the room having a nap. They came back in at the sound of hysterical (nervous maybe?) laughter, get caught up, and are "WTF?" At about this point someone thinks to ask if the bad guys might recognise them. The cleric realises that Ferridoon is giving them "where have I seen these people before" face. Not wanting to drag things on too long Salana made excuses and in ones and twos the heroes quietly slipped out of the ball to begin their mission. That ended the session. Next one will be a good ol' fashioned dungeon crawl.
  6. That is a great list, very handy to have. As for my seeming fascination with poo... er...
  7. What? Puny muggle. Voldemort is a name with which to conjure terror in those who hear it! Which begs the question, "why does it sound like Mouldy Wart?"
  8. How do you @Tywyll. How do you describe a haymaker with a bow? I mean, how does it look in the game?
  9. Glove Makers. A specialised form of sewing. Pure Gatherers. These proud folk gather the "pure" from the streets and sell it to the glove makers who use it to whiten the leather of the gloves.
  10. Back onto poo. One of my current games, the one with my ersatz Ancient Egypt and Akkad, is called the Shitting Curse. For reasons... On two occasions the players have attempted to weaponize bags of flaming poo. It didn't work. (no, this isn't why it's called the Shitting Curse.) And then back onto fantasy names. Just last night I was working on a system to come up with fairly consistent sounding names for gnolls. (Gnames for gnolls?) It's for the above mentioned campaign, the players are about to wander across ersatz African savannah and gnolls happen to be the main inhabitants. I went into it with a definite idea - I wanted the names to sound like a mix of laughter and growling. I already had one name - Heeyahee. It occurred to me to write out a list of sounds that I wanted to work with. I jotted down: Hee, Hai, Ha, Har, Her; Yee, Yai, Ya, Yar, Yer; Gee, Gai, Ga, Gar, Ger; etc. When I had 10 of those little lists I started putting the syllables together. Overall it's turned out alright, I have a decent list of potential names for NPCs. But a few of them turned out... poorly. For instance Garyee. It's Gary. We all know it'll be Gary the instant the players hear it. Gary the Gnoll. Then there's Yeehar. Yeehar has to wear a cowboy hat. Will my players remember any of the names? God no. Except for Gary and Yeehar, of course. Do I intend to have fun at the players' expense by having the NPCs be offended when the foreigners mangle their names? Yes. Yes I do.
  11. Hmmm. Haven't thought about this specifically til now. 1. I can't think of any combat manoeuvres I wouldn't allow in general. But there are manoeuvres I wouldn't allow in specific cases. For example: 2. I wouldn't allow haymaker for bow attacks, although I would probably allow it for thrown ranged attacks. As for haymaker-ing* spells... it feels wrong. But I allow Pushing for spells so why not haymaker for spells? * the word haymaker-ing also feels wrong. So, so wrong.
  12. As for what takes me out of my fantasy immersion... I think it depends. I'm a big fan of working out with the players (or the GM on the rare occasion I'm not the GM) what sort of game we will be playing. So if we agree to Thundarr the Barbarian storms the walls of Mordor upon the back of a Pern dragon, then so be it. What would take me out would be, I dunno, the sudden appearance of the Olympian gods in a steam powered zeppelin. Sorry, I know that's not a specific example of what has ruined my immersion, simply what might. I GM almost exclusively so those times I've been taken out of immersion have been player moments. By which I mean player idiocy. Like a PC suddenly insulting the King in front of his court for no reason except "bored now, let's fight." Even more annoying when the player then says "I was just playing around. Jokes. I wasn't in character. I don't want to deal with the in-game implication of insulting the king. But I still want the king to be insulted." Grrrrr. Again not a specific example but this or something very much like this has happened so many times. So. Many. Times. I get it. The players want to have fun and jokes while playing. Well, not on my watch, you don't! Re. informal poll. I started with a rather beautifully illustrated book of Grimm's fairy tales. Then King Arthur. My folks were big fans of Camelot. You know, the musical. I also recall a series of kids books (I'd guess aimed at 5-7 yrs old) with all sorts of colour coded characters - there was a Blue Pirate (the character's actual name, IIRC) and his boon companion, the Golden Griffin. But I'd say I really started getting into fantasy with the Greek and Norse myths when I was 10. Shortly thereafter Lord of the Rings, which I continue to love to this day despite it's flaws. Then I dove into that ocean of pretty mediocre fantasy that inundated the 80s - your Shannaras and Belgariads, etc. Ye gods, I even read about a dozen of the Forgotten Realms novels. Still love Moorcock's stuff, although I agree he did seem to disappear up his own arse somewhere along the line.
  13. We know Roy had a lot of personal growth while he was dead.
  14. Well in that case - Fantasy. It's genre appropriate.
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