Showing posts with label Sundered World. Show all posts
Showing posts with label Sundered World. Show all posts

Wednesday, May 16, 2018

Face Hugger Goblin

Ok the basic I dea is a very smal (24") goblin that launches itself at your head and bites and grabbles. a very strong creature that inhibits you from using your weopons on them, often you hurt yourself in the process. starting at like 2 HD and 16 st and going up to about 5 HD
(another monster based on an MTG card)New Monster Facehugger(goblin)

Friday, November 18, 2016

Sundered Worlds recap 4

Boring travel game couple of fights, one with a mixed group of warriors,goblins, warlord, cultist and fire bender and another fight with Thorn Elementals. They are on a mountainous plane, looking for exit. I was REALLY off my game for this one(tired). New player, playing nasty paladin archtype that gives his HUGE shield bonus to those around him. raises AC by SIX!(They can't all be great)

Tuesday, November 8, 2016

Sundered World Recap 3

Our hero's encounter a mixed group of BEMs, Giant Mosquitoes, insect armor shelled lions and a ghostly necromancer. The necromancer repeatly animates the rest until the group finally dispatches the necromancer.

They get to the heart of the complex where they find a planeswalker sucking the life from the unicorns.After a long conversation with him ,the party realizes the unicorn energy was turning him good, confronted with this he ran away.

With the freed unicorns the party moved to the Confederacy HQ where the group was dispatched to fibd  out what the Chinese Parade Dragon artifact is, so they arre headed for a long trip to the library at Celano(the library of the lovecraftian gods........)

Tuesday, November 1, 2016

Sundered World Recap 2

Our hero's penetrate deeper into the mysterious stadium sized building, rumored to hold Confederacy POWS.....

They continue down a long hall and see dark shapes w a bright light that seems to be coming from the far end of the building. The inhuman screams and smells they are hearing seem like horses being tortured. They encounter a being laying on the floor with a distended gut they realize it is a vampire filled w blood like a tick ready to pop, they prob it and sure enough the vampire pops.

Deeper they go, they see that the building is filled with negative mass shapes of unicorns and that is where the screams are coming from, as the unicorns are connected by black energy coming from copper pipes. The party attempts to disconnect one of the unicorns and it explodes screaming.

They battle a strange undead that had a skull floating around it as it waved multiple black tongues from where its face should be. Red written words issue from the skull that protect it from damage and give damaging feedback when struck, finally it is overcome

an encounter w/ 4 vampires follows and after a tough fight they continue toward the strange light.........

Wednesday, October 12, 2016

Some more Crypts and Things musings......

Been thinking about Luck and Sanity in actual play, thinking maybe static 10 for Luck and min 10 wisdom . Luck is kinda really important and a lower wisdom could be CRIPPLING with Sanity rules, as I'm not planning on switching for at LEAST four months(campaign has to EVOLVE) four months , I've got lot's of time to think about it.

Sunday, October 9, 2016

Preview of Sundered Worlds Recap 2

Ok planning on some sort of divine intervention on Monday. Laying out destiny of PCs and an out line of things to come in the following years. Join me as my thought process evolves on this through out(sorry you know by now my spelling fu is weak) today will be updating this post continuously if you want to wait come visit This on Monday

Sanity stat in any D&D

I've looked for YEARS for a way to do this, I think Crypts and Things Remastered is THE way to go with this. Simple and Elegant. I could spoil it here but you peeps need to support D101 games, they are doing AWESOME stuff(although I am basing this solely on Remastered). C&T Sanity system I think will work well in actual play, we shall see.......

Thursday, October 6, 2016

So Remastered has caused me to re think Sundered Worlds/Stolen world.....

Ok Remastered's rules are VERY closely aligned with the provided setting. I've decided that I'm going to use the"canned" world instead of creating my own. I've got to CRAM setting into my plans, At least it's easier than making new world.

I'm 56 years old and have been playing D&D since I was 17, 90% of the time I have been the DM. I have never EVER used somebody else's setting before. Brand new territory for me!

Tuesday, October 4, 2016

Sundered Worlds play recap 1

The PCs go deeper into the swamp dimension looking for the rumored POWs.

They encounter an animal/vegetable/mineral giant , that the Stone bender hammers w/ stone shaping spells

They arrive at a huge stone building and encounter an ancient vampire killing 4 spellweavers outside it,the vampire turns on them and the fighter is very nearly killed. Circling the building they find the trapped door
The Stine mage disenchants the traps and 3 more vampires emerge, the stone mage then erects a barrier, giving the party a few moments to prep for fight. Que fight music.

Entering the chamber ,they hear muffled screams(non human) through the door. a very tuff right w a powerful goblin swarm ensues. The ranger nearly dies from a critical miss w an explosive crossbow bolt but the Mage does a quick save ,leaving the ranger at-9. The Monk who escaped unscathed from the fight finishes off the goblins, near TPK on goblin fight.

Th party prepares to go deeper into the building............

Monday, September 26, 2016

POST 200 !!!!!! Bat Cave 2 (megadungeon)

You should read Batcave one and The Better recap of Sundered worlds first

Ok I don't plan on the main Dungeon part of 8-10+ year plan for Sundered Worlds/Stolen World campaign until the end. But through time travel the players will visit briefly once in a while. As of this writing there are 5 or poss 6 different main sections each of which will use a different rule set and different character sheets except for option area 6 all of the side areas are actually in pocket dimensions attached to the Bat Cave

The whole point of it  to stop the destruction of the universe in the Dungeon.

Phase 1 of the Campaign is set in the Sundered Worlds, as the universe collapses our hero's search for the dungeon and what does the Chinese Parade Dragon artifact have to do with it. This is using Pathfinder rules ,5th L Huge stone monoliths will be placed in the Stolen Wold , anchoring and  stabilizing the fragments of the remains of the universe.

Phase 2 a is their stranding in The Stolen World and the ongoing hunt for the dungeon. From this point on the main rule set I will be using is Crypts and Things( sometime around 4 - 6/17 is start)

Phase 3 is the exploration of the dungeon and the gradual revealing of the main villains and true motivations of various NPCs

THE BAT CAVE ITSELF

Main Center Section

The original construction is goblin and the the Kuthrii Empire's lifeboat against the end, this is by far the biggest section of the dungeon. PC's will be using Crypts and Things rules
as of this writing I am going to modify The published(not by me) Stone Hell dungeon series as a time saver. It will have to be HEAVILY modified. Surrounding the main area are 4 smaller sections that each will use a diff rule set

Area 1 Sphinx
This is a parody of a true 1974 old school dungeon,egyptian themed, the pc's have already spent 8 games exploring the future. The rules are heavily modified Swords and Wizardrys, they started at first and are now second

Area 2 The Baron
this section is the home to a classic Dracula. The rules will will be using will be custom D&D with character classes such as farmer, maiden or prince, the pc's will be given character overlays of their true(IE Pathfinder) selves,they will be inhabiting the bodies of other peeps and their personalities will blurr, they will always be first L, eventually they will learn how to trade bodies. . This is the next area to be previewed in a flash forward and it will happen soon. slight poss will use 25 point GURPS char's. This area will contain a  twon and teh Baron's Castle, poss this will be the very very end as they will have to face The Baron w 1st l chars

Area 3 The Tsan Chen
These are extremely powerful sorcerers who have fled here from their extinct time ling(they are breifly mentioned in HPLs writings) They have contol  of a gug(also HPL giant) city that is also here, rules will be pathfinder w original char sheets

Area 4 The Witch
done the least work on this, rules will be D&D 1e with my original skill sheet that I just found(It is more like feats) from 1981.

Optional area 6 the Dragon
This is detailed in the "Diff way to Dungeon Crawl" post, really trying to push myself to this but right now it's a maybe, either Pathfinder or more likely C&T would be used




Friday, September 23, 2016

Cool monster link

link is to very comprehensive overview is Spellweavers, very alien sorcerers  working link in comments

Monday, September 19, 2016

A BETTER recap of the Sundered Worlds Campaign

The players were escorting a planewalker to an ancient abbey to undertake some sort of epic spell. As the ritual took place the abby came under attack bu a spellweaver , rakshasas and cosmic barbarians. A massacre ensued and the players grabbed a mysterious artifact(looks like Chinese parade dragon for 4 dancers.

They escaped into the supernatural winter and just as they arrived at civilization collapsed in fatigue.

They found themselves transplanted to another dimension(going from 5th L Pathfinder chars to 1st L OD&D chars). Finding themselves in the Bat Cave some years in the future. The dungeon was decorated with mosaic of the pc's throughout, Eventually they encountered a Sphinx that was too smart to talk to. Quik thinking lead to getting him to write things down. He revealed that the universe is collapsing due to the destruction of the abbey. and that a point in the future they would have to return to the dungeon and save the universe by merely switching 5 leavers in the dungeon, they were also told that dif sections of the Bat Cave had dif planer realities(IE they would be playing multiple rules sets w. new char sheets as they moved through it,)
AS the universe is collapsing and the Confederacy(good and the Alliance are in turmoil fighting each other and in a hopeless battle to stabilize the dimensions.In a frontal assault on the Spellweavers both the Confedarcy and Alliance have taken tremendous losses in troops ,planeswalkers and Gods.The leadership of the Confederacy is dead scattered and just plane missing. Refugees are flooding the most stable of the Confederacy's dimensions but the planeswalking walls both side erected have collapsed and every plane is on the front line of the war. A mystererious and powerful planes walker has asumed control of the Alliance and knows the PCs their destiny, to save everything , although he is seemingly putting them off in compleating that destiny for unknown reasonsThe PCs helped stop an invasion of a fortress dimension ,that now is acting as HQ, they are in the middle of rescuing POWs from the Vampires , who seem to have taken over control of the Alliance from The Spellweavers.

Friday, September 16, 2016

DM Blunders

I've spent too much time awau from Sundered Worlds/Stolen World. It's lost it's luster They are suposed to be the big replacement for Mysantia. Too much of what I had conceved I did'nt write down. New ideas are forming that make much of what I had in mind in question. I'm going to go back and try and get the spark back of what I was trying to achieve.

Tuesday, June 14, 2016

Sundered Worlds Sessions 4 &5

session 4 was typical Dungeon crawl but epic fights w Angler Fishoid and Gug(lovecrartian giant)

Session 5 had  The players fall down sliding stair trap and then falling into cesspool w/ barracuda,. After they killed barracuda, they were approached by seemingly friendly goblins( although one of the six attacked and was quikly put down) The goblins through sign language offered to clean party and had a shield "advertising" "Knocker's". They then encountered mystical bad Luck Black Cat and a near TPK ensued.  B+ game

Tuesday, June 7, 2016

Sundered Worlds Session 4: The Feeling of Liberation!

Cleric, fighter Mu again
still under my 4 player min. but we had a blast with the OSR rules and dungeon. We all loved the lack of structure. The corny OSR encounters were refreshing. They still will not leave dungeon and go back to their 5th L Pathfinder char's. I might have to rethink EVERYTHING about campaign!

Monday, May 23, 2016

The Logic of The Megadungeon in 2016

As a DM, you don;t have to justify:going up levels, +1 swords, Orcs, dragons, sleep or cure light wounds, why on earth do you need to justify the megadungeon?

With each new universe you create, the presence of a megadungeon, often with some sort of "Mad Wizard Logic", is a true part of the legacy of D&D. For each new universe the existence of a SINGLE megadungeon is part of the NATURAL evolution of a magical setting.

(A note on the term megadungeon: I dislike it since the first one or two dungeons of history were mega, I wish a term  for smaller dungeons such as "lair" was used more commonly)

Sunday, May 22, 2016

Sundered Worlds Sessions 1 and 2

Decided on posting game as it unfolds. As this is mostly for me, not planning on going into a great deal of detail

Session One
The Players (5th L Pathfinder)
Stone Elemental Focused Wiz Spec
Monk
Cleric of Hope(mixed healing/combat)


Background
Multi dimensional epic war eons old war
Good guys The Confederacy, 50 or so main planes mostly good but more than a few Nuetral and a very few evil
Bad Guys 3 facrions Cthuluy barbarians, vampires and the leaders Spellweavers (6 armed chuluy spell casters)
The Game
Players are sent to horrible wintery plane that they are told is crucial to war, deep behind friendly lines, They are on bodyguard duty to 20th L planeswalker Mage. The are in an abbey that has very very powerful prayer abilities. A ritual is being conducted by planeswalker to contact an unnamed greater god, During their stay they find out about a mysterious artifact that the monks have owned for so long they know nothing about it. The ritual is attacked by huge contingant of One spellweaver , the cthuluy barbarians and Rakshasa archers, Planeswalker is instantly killed by 3 arrows of slaying, party has running fight out of ritual rooom and goes and gets artifact. It is a Chinese type dancing dragon suit.

Session TWO
The players
Stone elemental and cleric from first game plus
Ranger( repeating crossbow spec)
Dwarf barbarian

party travels 20 miles in horrible supernatural winter to get to civilization, Party battles snow sharks and a sort of winter anti- pheonix, session ends at friendly city with party's recorses exhausted.

NOTE: I am using a lot of material from Strolen.com ( a fantastic system free DM  site, sorry can't figure out how to do links)

A Risky Move (Notes on Sundered Worlds Session 3)

Ok I haven't talked at all about my latest campaign. I'm a little reluctant to discuss my plans in an open area. I'm no doubt being FAR to paranoid that any of my players will find this blog.

So brief overview only. Players are part of an eons long multi dimensional war. They are 5th L pathfider and are sort of low level Special Forces. I've got roughly a 4-8 real year plan for this.Opening stage will be the dimension hopping war. Middle and end stage will be mixed, they will be stranded on one critical plane of the war and the end will be epic run through mega dungeon. Most of my prep time will be spent on planning dungeon, which was going to cause a huge problem for me. I'm often sidetracked by "new and shiney" ideas. If I am running begining of game and planning end , I will be totally drawn to end phase and skip my careful first 6 ish year plan. So I came up with a solution.

Since the mega dungeon as end game is a last min. tack on to whole idea, I decided to use my weakness as a strength.

Part of the dungeon , the players will be playing OSR D&D with dif character sheets, same characters just translated to dif rules , first L. The dungeon is based on  a Dreaming Dragon so the players will from time to time be located to end of game in dreams with real risks and consequences.

Next session (session 3) will be a foray into the dream future. To those of you following this blog, this smacks of the epic failure of my supers campaign. I am taking a BIG risk here, especially so early in the game.As I have often used the Dreamlands of Lovecraft , I'm on slightly safer ground,. Also I'm allowing them to decide how long they want to stay in the dream, if they want it will only be for a single session.

Wish Me Luck!