Saturday, September 28, 2013
Last two sessions of the MOG campaign had to be called off due to scheduling and illness, I still have an annoying lingering cold. There should be a couple more Yellow Planet posts finding their way onto the blog in the next couple weeks. Despite feeling a little cruddy I found myself waking up at 5:30 AM and started scribbling away drawing up a dungeon just for the heck of it (not that there is ever much trouble finding a use for stray dungeon levels). So here reduced to fit on one image is all six levels of Doodle Dungeon in all it's un-keyed glory:
Click for the the 150 dpi image. The working file is a layered photoshop file at slightly over twice the resolution with each layer lined up one over the other but it's a little too big for a just for the heck of it blog post.
Sunday, September 22, 2013
The pools of The Yellow Planet are not always the safest of places.
Pool Monsters of The Yellow Planet
1-3: Crocigators- 3HD, AC: 15,#:1-12, Mv:9
4: Octopus- 7HD, AC: 14, #1-2, Mv:9, special 1-8 attacks per round.
5-6: Snap Jaws- 5HD, AC: 16, #1-4, Mv:9
7-8: Giant Frogs- 4HD, AC: 13, # 1-6, Mv:12, special: can swallow man-sized pr smaller prey 50%.
9: Swimming Zombies- 1+1HD, AC:11, # 1-12, Mv; 6
10: Creepy Coral Colony- 1 to 20 HD, AC: 16, #-1Mv:0, creeping tentacles reach out 20' per round up tot 100' away and draw back to multiple chomping maws.
11-13: Serpent, 9HD, AC:16,MV:12, swallow man-sized prey whole 75% of attacks.
14: Fire Spitting Hydra 5-12 HD, AC:16, Mv:9, each head can spit 50' long 30' wide cone of fire that causes 5d6 damage. One head per HD.
15: Lighting Spitting Hydra 5-8 HD, AC: 15, MV:12, each head can shoot a lighting bolt up to 90' away that causes 6d6 damage, one head per HD.
16-17: Octorilla, 5HD, AC:14, #1-6, Mv:12, 2 attacks a round if both hit auto-hit on following rounds,
18-19: Giant Turtle, 10HD, AC:19 Mv:6
20: Talking Beavers, 2HD, AC 13,#-1-20, MV:9, intelligent talking beavers.
A treasure table for adventures on The Yellow Planet.
Treasures of the Yellow Planet
1: Zombie Slave Collar, makes a zombie obedient to any person who attempts to command them
2: Zombie Control Amulet, allows control of zombies that fail a save (max 50 zombies)
3: Robot Control Rod, control a robot that fails a save
4: Robot Battery, powers a robot for 100 days of activity
5: Robot Battery Charging Module, recharges a robot Battery in 24 hours
6: Robot Hand, a robot spare part
7: Robot Clamp, a robot spare part
8 Robot Saw Blade, a robot spare part
9: Robot Drill, a robot spare part
10: Robot Grabbing Tentacle, a robot spare part
11: Robot Shock Tentacle, a robot spare part
12: Robot Hammer Arm, a robot spare part
13: Robot Sword Arm, a robot spare part
14: Robot Repair kit, repair a robot for 2-7 points of damage (double for inventors), useable 3 times.
15: Robot harness lets user attach 2 robot spar parts and use them.
16: Dowsing Rod, point towards nearest source of water
17: Communication Orb, a video walkie-talkie
18: +1 Electro-Mace, %chance equal to damage of knocking-out a target that fails save. Immune to electric damage when held.
19: +1 Electro-Sword, %chance equal to damage of knocking-out a target that fails save.
20: +2 Electro-sword, , %chance equal to damage of knocking-out, -2 save.
21: +1 Electro-Nun-Chucks, %chance equal to damage of knocking-out a target that fails save.
22: +2 Electro-Nun-Chucks, %chance equal to damage of knocking-out a target , -2save. Immune to electric damage when held.
23: +3 Electro-Nun-Chucks%chance equal to damage of knocking-out a target , no save. Ninjas of 6th level or higher can throw a 6d6 lighting bolt upto 3 times a day. Immune to electric damage when held.
24: +1 Flaming Nun-chucks, % chance equal to damage that target is ignited, NO save
25: +1 Flaming Shuriken, % chance equal to damage that target is ignited if save fails
26: +2 Flaming Shuriken, % chance equal to damage that target is ignite,-2 save
27: +3 Flaming Shuriken, % chance equal to damage that target is ignited, NO save
28: +1 Flaming Sword, % chance equal to damage that target is ignited if save fails
29: +2 Flaming Sword, % chance equal to damage that target is ignite,-2 save. Fighters or Ninjas of 7th level or higher can conjure a wall of fire 50’ long up to 50’ away once per day.
30: +3 Flaming Sword, % chance equal to damage that target is ignited, NO save. Fighters or Ninjas of 7th level or higher can conjure a wall of fire 50’ long up to 50’ away up to 3 times a day. May throw a fireball that does 8d6 damage one time a day.
31: +1 Ice Sword, %chance equal to damage of freezing a target that fails save.
32: +2 Ice Sword, as above but save -2.
33: +1 Ice Nun-Chucks, %chance equal to damage of freezing a target that fails save.
34: +1 Ice Shuriken, %chance equal to damage of freezing a target that fails save.
35: +2 Ice Shuriken, as above but save -2.
36: +3 Ice shuriken, %chance equal to damage of freezing a target NO save.
37: +1 Ice Staff, %chance equal to damage of freezing a target solid that fails save.
38: +2 Ice Staff, as above plus: 3 times a dayAny ninja or MU of 5th level or high can conjure ice in 60’ diameter around them that will cause anyone moving more then 10’ a round to fall over(unless they can walk on ice).
39: +3 Ice Staff, as above plus call an ice-storm up to 300 feet away (50’diamter) causing 2d6 damage per rounds to any stuck in storm (slippery as above) once per day lasting a round per user level.
40: Zombie Mask, will pass for zombie among undead
41: Bag of Sunflower seeds, drop seeds and a patch of sunflower seeds rings user.
42-43: Packet of Salt, does 2d6 damage to zombie 1st round, 1d6 2nd round
44: Drink Bulb, small bulb holds a day worth of drink.(virtually weightless)
45: Light-Stick, glows 30’ radius for 3 days.
46: Zombie Nose-Plugs, eliminate zombie odor problems for user.
47: +2 Electro-shield, +2 save vs electric attacks, , fighter of 9th level or back can reflect electric attacks back 50% of the time.
48: +2 fire shield, +2 save vs fire attacks, fighter of 9th level or back can reflect fire attacks back 50% of the time.
49: +2 Ice shield, +2 save vs ice attacks, , fighter of 9th level or back can reflect ice attacks back 50% of the time.
50: Zombie Repellent, dash this on ground and all zombie within 50’ will move away for 2-7 rounds no save.
51: Instant ice, throw this on water and it freezes a 50’radius into stable ice for one hour. Swimmer that fail save are stuck in place.
52: +2 Ice Hammer, will break normal or magical ice on a single attack, can free an individual frozen up to 3 times a day. User is immune to ice attacks. Can be thrown by fighter of 5th level or higher and will return to fighter.
53: Sunflower charm, sunflowers can’t attack the wearer of this charm.
54: Healing Potion, restores 2-12 HP
55: Anti-toxin, removes effects of poison for someone poisoned in past 3 hours. Will give someone poisoned to death an extra save.
56: Zombie Stink Oil, restores 2-7 HP to a zombie.
57: Yellow Cloak, makes wearer invisible when in yellow sands or yellow flowers.
58: Electric Rod, 1-60 charges, throw lightining bolts that do 1d6 damage per charge (can be up to 10 charges at a time) and absorb lighting attacks when holder makes a save. Will short-out if more then 60 charges
59: Flame Thrower, 1-20 charges, will spray out fire in a 50’ cone that does 1d6 per charge. Targets ignited that fail a save.
60-63: Heap of copper Coins, 100+1d100 cp
64-65: A Pouch full of Silver Coins, 5d10+20 sp
66: A Few Gold Coins, 2-12 gp
67: A Gem, worth 1d100 x 5 gp
68: Jewelry worth 1d100 x 20 gp
69: A Fancy Hat, worth 30 gp
70: Nice Shoes, worth 20 gp
71: A scroll with a MU spell of level 1-6
72: A scroll with a Cleric spell of level 1-5
73: Ring of Invisibility
74; Ring of Fire resistance, +2 vs fire and half any damage suffered from any fire/heat attack
75: Ring of Eltro- resistance, +2 vs electricity/lightning and half any damage suffered from any electric/lighting attack
76: Ring of Cold resistance, +2 vs fire and half any damage suffered from any cold/ice attack
77: Slippers of the Pool- allows wearer to walk on water
78: Boots of the Fox- leave tracks that require trackers to save or follow in wrong direction
79: Hoofer's Slippers- wearer will dance well to any music
80: Shadow Slippers- can vanish into shadows and move through any contiguous patch of shadow/darkness. As if invisible. Ninja of 4th level or higher can make missile attacks from the shadows while wearing these without revealing their location.
81: Weightless Rope: this rope simply has no weight of note (1 coins worth), a man could manage 500 feet of it before the volume of the rope becomes too unwieldy.
82: Razorbane line: This rope can not be cut unless one knows the magic word which must be spoken as it is cut.
83: Merciful Snare: If this rope is disturbed by someone that doesn't know it's secret command word it will attempt to entangle them (attack as 4HD monster) and on the following round the target must save vs spells or fall asleep. The rope will hold them secure and asleep until severed or commanded to release the victim.
84: Whisper Knot: This rope will tie and untie itself with but softly spoken command words.
85: Leaping Cord: This magical rope will hurl itself into the air on command and attach itself to a usable mooring point on the users command up to 200' away.
86: Stumble Lasso: this looped rope may be used to snare a target up to 50' away on a successful attack roll (at +4 to hit).
87: Zombie Whistle, all zombies within 400ft will be attracted to this whistle’s call.
88: +2 Laser Sword. Ninja and fighters of 4th level or higher can make a 4d6 laser attack on a sinlge target up to 300’ away twice a day . On an attack roll is a 1 or 2 the laser crystal burns out and the sword is useless until the crystal is replaced.
89: +4 Laser Sword, three times a day a ninja or fighter of 6th level or higher may make a 8d6 laser attack on a single target up to 500’ away. On an attack roll is a 1 the laser crystal burns out and the sword is useless until the crystal is replaced.
90: +1 Laser gun, fire a laser that does 6d6 damage against a target up to 600’ away. If an attack roll is a 1 or 2 the laser crystal burns out and the sword is useless until the crystal is replaced.
91: +3 Laser gun, fire a laser that does 8d6 damage against a target up to 800’ away.If an attack roll is 1-3 the laser crystal burns out and the laser gun is useless until the crystal is replaced.
92: Laser Crystal, replacement part for laser guns and laser swords.
93: +2 Mirror shield, A fighter of 3rd level or higher can reflect laser attacks Back at attacker 50% of the time.
94: Boots of the Night, wearer is invisible and silent when wearing these ninja boots, ninja of 3rd level or higher do not appear if they attack while invisible.
95: Shuriken Defelctor, the wearer of this charm is missed by shurikens 50% of the time no matter how good the attack roll.
96: Robot Wrench, if used with robot repair kit it provides +3 to repairs. It came be used as +2 ,ace vs robots.
97: Samurai Robot Armor, A fighter in this +2 plate is also +2 to hit and damage for the wearer.
98: Samurai Rocker Armor, A fighter in this +3 plate is also +3 to hit and damage, they may fly at 150’ a round for 10 rounds a day. Damage suffered from falls is halved while in this armor.
99: Dragon Collar, if you can slip this collar on a dragon, serpent, or hydra you are it’s master for 30 days.100: Mystery Mask, this mask let’s one appear as another person it is 99% flawless.
Saturday, September 21, 2013
Occupants of a house on The Yellow Planet
2: Sleeping Robots
4: Hermit and Sleeping Robots
5: Hermit Trapped by Robots
6: Hermit and his Robots
7: Hermit trapped by hungry zombies
8: Hermit and his zombies
8-9: Small Family
10: Small family and Robots
11-12: Small Family with Zombies
13: Large Family
14: Large Family and Robots
15-16: Large Family with Zombies
17: Band of Wanderers
18: Sleeping Zombies
19: Programmed Zombies
20: Hungry Zombies
Secrets of Hermits on The Yellow Planet
1: Can talk with pool monsters
2: Can control Pool monsters
3: Can control Zombies
4: Can control robots
5: Can repair robots
6: Ninja of 4-9th level
7: A Doctor
8: A Mad-Doctor
9: Can Walk on Water
10: Can breathe Water
11: Can cast spells as a Magic-user of level 3-8
12: Can cast spells as a Cleric of level 3-8
13: Can identify and brew potions
14: Can decipher and copy scrolls
15: Owns a Doorway to a Floating city on the Blue Planet
16: Has/Knows how to find 1 to 4 Yellow Planet Treasures
17: Has a Teleport Booth to The Red Planet
18: An inventor
19: A Cannibal
20: A shape-changing monster
The residents of The Yellow Planet live in houses along or within great rectangular pools.
1-2: An empty dry pool, anyone living nearby will be desperate and thirsty.
3: Poisonous, the water is toxic. Locals might know this and have filtration systems so they can safely drink the water.
4-7: Red Water, The pool is polluted with the dirty red water of the wastelands.
8: Mud, the pool is full of mud.
9: Swampy, the pool is overgrown with nasty unpleasant vegetation.
10-19: Potable Water.
20: Brackish, the pool is filled with slat water you can’t drink.
Houses on Pool
1-2: One Hall
3-5: Hall and Tower
6-7: 2 Halls and a Tower
8-16: 3 Halls and 2 towers
17-19: 4 Halls and 5 Towers
20: 5 Halls and 4 Towers.
Each hall has 1-4 floors (each with 2-5 rooms). Towers stand 1-2 floors taller.
What Surrounds a House (and Pool) on The Yellow Planet
1: Yellow Sand
2: Wild Yellow flowers
3-6: Farm Fields
7-9: Fruit Trees
15-17: Brambles and Thorns
18-19: Thorn Hedge (75% one additional roll on this table)
20: Overgrown woods.
Pool Contents on The Yellow Planet
1-2: nothing special
3-8: A House in the middle of the pool.
11-13: Pool Monster
14-17: House in Pool, Fish.
18-19: House in Pool, Pool Monster
20 House in Pool, Pool Monster, Fish
Introducing The Yellow Planet: A creation of my preschool aged son, full of ninjas, robots, and zombies.
The Yellow Planet, is a world with no moon yet in the night sky shining down on the often present yellow sands are the neighboring Red planet and Blue planet.
The people of The Yellow Planet dwell in houses near grand rectangular pools of precious clean water, The red water of the wilds must be cleansed before it can be safely imbibed. The yellow sands give sway to great swaths of yellow flowers making it tricky to tell one is moving into fertile territory from a distance.
Zombies roam the wastes and are also controlled by many home owners set to tasks such as simple home maintenance, tending the garden fields near the homes, or standing vigil against raiders and thieves. The floating cities of the Blue Planet are full of hostile cannibalistic zombies zas can be viewed by a quality telescope.
There are old places and the occasional home on the Yellow Planet that are guarded by Robots of ancient design, few men know the secrets of their repair and construction. Some of the Yellow planet Robots can be controlled by men but some are mad having suffered damage in ages past and some have been reprogrammed by the raiding robots from The Red Planet.
The Yellow Planet is ruled by the King and Queen of the Yellow Planet who are the most powerful ninjas of The Yellow Planet. The ninjas do not all agree with each other and the constant battles and chaos between the ninja clans makes defending the populace at large tricky for the ninja of The Yellow Planet.
So there you go gentle reader an outline and overview of The Yellow Planet as dreamed up by my son (just turned 4 not so long ago). More posts to come.