Friday, February 21, 2014

Neutral Good or Chaotic Good

Seems okay:
 

Your result for The 1st Edition Advanced Dungeons & Dragons Alignment Calculator...

Neutral Good or Chaotic Good

6 chaos,  -14 evil and  9 balance!
"I'm a picker, I'm a grinner, I'm a lover and I'm a sinner, I play my music in the sun ... I'm a joker, I'm a smoker, I'm a midnight toker, I sure don't want to hurt no one."

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-- STEVE MILLER 

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With regards to Law and Chaos, you are Neutral or maybe Chaotic

With regards to Good and Evil, you are Good

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Your scored a combination of TWO alignments, Neutral Good and Chaotic Good. You should go to the bottom of this page and click on both of these alignments for more details, because you are partially one and partially the other.

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To give you a general idea, people of this alignment combination are primarily good and secondarily chaotic. They are kind-hearted people with a rebellious streak ... to them, the greatest good is achieved through personal liberty and freedom of expression. They think the best government is the least governed and that most laws could be done away with if people would just learn to love each other, believing that most people are basically good at heart. These are the starry-eyed dreamers, always looking for the end of the rainbow. The optimistic happiness of Neutral Good and the limitless freedom of Chaotic Good combine as a blissful and child-like sense of wonder, a belief that the world is a beautiful, magical place and all the best things in life are free. Whether this is naive or wise, you can decide for yourself.

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Quick Scoring Guide

evil scores of -8 to -19 : generally good

evil scores of -20 to -29 : exceptionally good

evil scores of -30 & down : saint

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Fictional Examples Of This Alignment Combination


This is a tough one. The only character that comes to mind is maybe The Joker. Not the Joker from the Batman comics (that Joker is definitely Chaotic Evil) ... the guy I'm talking about here is from the Steve Miller song. You know, that song about "the pompatus of love." The entire concept of this character strikes me as Chaotic Good (and a little Neutral Good) so I think it fits here. He's a fun-loving and whimsical kind of guy with a simple outlook on life. He plays his music in the sun and tokes his marijuana at midnight, he loves and he sins. He's out for a good time and he doesn't take things too seriously. But he's also faithful to his true love and he's right there at home when she needs him. And he cares about his fellow man and doesn't want to hurt anyone. He's a mischievous prankster and a bit of a lawbreaker, but underneath it all, he's one of the good guys.    

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Your Destination in the Afterlife : THE HAPPY HUNTING GROUNDS


According to Gygax, your soul is going to The Happy Hunting Grounds. This is a generalization for "the promised land" of various Amerindian tribes, where game is always abundant and the land is always lush and fertile. A garden paradise for those that live off the land and co-exist in harmony with nature, rather than crammed together in polluted cities of greed and corruption. It is a peaceful idyll for those that appreciate the simple things in life.

In the AD&D universe, the plane called The Happy Hunting Grounds has three levels and lies between Elysium and Olympus, which are both Greek afterlifes, so this Amerindian plane seems a little out of place there. Then again, Gygax's system for arranging planes was always kind of strange. I get the feeling he was just trying to cram in as many diverse religions and/or mythologies as possible. And there's nothing wrong with that. But it did lead to some unlikely neighbors.

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Take The 1st Edition Advanced Dungeons & Dragons Alignment Calculator at HelloQuizzy

Selling the Loot

Adventurers are always tryign to get coin for all manner of goods, gear, and sundries.
I posted a haggling system a while back, the following is a quicker method for when DM or players don't care to haggle. The followign tables help determine buyer if none is planned by DM and of course to determine payment for loot.


The chance of selling loot will depend on the buyer.

Random Buyer Table

Roll
Buyer
General Reaction (roll 1d100
Notify
Deal
Theft
1-10
Poor Rube
 1-2
3-95
96-100
11-20
Rube
 1-3
4-97
98-100
21-25
Rich Rube
 1-4
5-98
99-100
26-30
Poor Peddler
 1
2-99
100
31-50
Peddler
 1-2
3-98
99-100
51-55
Rich Peddler
 1-10
11-97
98-100
56-65
Poor Artisan
 1-2
3-99
100
66-75
Artisan
 1-5
6-99
100
76-80
Rich Artisan
 1-10
11-98
99-100
81-82
Poor Fence
 1
2-97
96-100
83-86
Fence
 1
2-98
99-100
87-88
Rich Fence
 1
2-99
100
89
Poor Collector
 1
2-96
97-100
90-96
Collector
 1-2
3-98
99-100
97-100
Rich Collector
 1-5
6-99
100


Notify:  notify authorities. could be tax problem, criminal problem, or guild trade violation.
Deal: roll on next chart to see how good the deal comes out.
Theft: immediate possible but more likely a later theft.
Notify or Theft results may or may not reveal their reactions.

An artisan produces a good or service. A peddler sells goods produced by others. A collector specializes in acquiring limited ranges of goods.A rube is a non-professional customer. A fence is a black market contact. Fences may only be available in some campaigns to members of thief or assassin guilds. Finding a collector might require an advertising expense.

Tuesday, February 18, 2014

How Mega is Mega ?

Just how big should a megadungeon be? How "mega" is "MEGA" really?

Mapping is never the problem, I love mapping, I could map all day and all night. Filling the map so people have fun is the issue.  So how mega should a megadungeon be?

A dungeon level I'm working on.
If you want the dungeon to be a dungeon wilderness it should be a big place. So big mapping for players is essential. Big enough to support many sessions of play. Big enough to have room to support the campaign if it's all the players want to get involved with. Big enough to cram a bunch of different monsters in together and not have them exterminate each other quickly. How big is a dungeon that supports all that?


Thursday, February 13, 2014

Hub and State Generation (Random Dungeon Generation)

Random Dungeon Generation is an old stand-by in the bag of tricks for the DM, it gets the job done but is often haphazard and unfocused due to the random nature (no surprise there). One method of reducing the haphazard nature of random generation I've been playing with is creating Hubs to define sections (or even entire levels of a dungeon).

A Hub as applied here is a general focus for the use/purpose of a dungeon area. Generating the dungeon at this level of abstraction requires determination of the general state of the hub itself as it will filter down into more specific details later. Even at this level of abstraction figuring out what to do with a Hub and it's State gets my DM juices flowing.

Wednesday, February 12, 2014

Twisted Simians

I've been on a apes kick lately, here's a few horrible simian mutant horrors to haunt your unfriendly local forbidden zone.



Scorpipanze
Disgusting hybrids of chimpanzee and scorpion that haunt forbidden zones. 

Scorpipanze: HD 2; AC 5[14]; Atk 2 pincers (1d3), Bite (1d3), sting (1d4 + poison); Move 12; Save 16; AL N; CL: 3; ML 9; WIL 10; Special: Lethal poison sting.

Octorang
Freakish hybrids of orangutan and octopus  with a pair of tentacles where each limb should be that roam alone or in small packs throughout forests bordering forbidden zones and area of ruin that offer ample opportunities to climb. Should 2 or more of an octorang’s tentacles hit a foe in the same round the ocotorang will hold tight automatically hitting the foe on following rounds with each tentacle until the prey is crushed.

Octorang: HD 4; AC 6 [13]; Atk 2 to 8  tentacles (1d4), 1 bite (1d6); Move 12; Save 13; CL:5; AL N; ML 10; WIL 10; Special: Crush.

Wormarilla
Huge disgusting hybrids of ape and worm feeding on the hapless who do not spy them burrowing beneath the tainted earth of the forbidden zone. If 2 or more of their 4 clawed arms grabs hold of prey they will drag them down into their loosely packed tunnels to smother them in the earth,

Wormarilla: HD 10; AC 6 [13]; Atk 2 claws 1d110, 1 Bite 1d8 Move 9 (Burrow 6); Save 5; AL N; CL 11;  ML 11; WIL 13; Special: Smother.

Remoraboon
Viscous pack hunters with ringed blood-drinking maws that will hang onto prey remorselessly feeding on their sanguine fluid.

Remoraboon: HD 2; AC 7 [12]; Atk 1 bite (1d6); Move 12; Save 16; AL N; CL/XP 2; ML 10; WIL 11; Special: Blooddrain

Thursday, February 6, 2014

Werewolf Lanterns.


These five lanterns and an invitation at  Le Chaudron Chromatique  inspired the following.



Lamp of the True Face, should the light of this lamp fall on a lycanthrope their nature will be revealed by a ghostly aura that shall surround them. Other shape changers are allowed a save vs wands to avoid being revealed if not in their trueform.

Lantern of the Moons, exposure to the light of this lamp will cause a lycanthrope in their natural form to begin the transformation as if exposed to the light of a full moon.

Beacon of the Silver Bite, while in illumiation of this lantern normal arms may strike lycathropes as if they were fashioned of silver. There ecsist some superior versions of the beacon where in addition to the effect above all silver weapons inflict double damage vs lycanthropes within the light of the beacon.

Torch of the Witchqueen, while in the illumination of this lamp all lycanthropes are +2 to hit and save and they will regenerate 2 hp per round (even if hit by silver or fire), they will be compelled to defend the bearer of the lamp but will otherwise disregard all other requests unless compelled by other influences.

Wolf Cage, if placed on the ground no lycanthrope within the illumination of this lamp will be able to exit the illumination of this lamp if in beast or semi-beast form, they are allowed a save vs wands if in their normal form to exit the area of illumination.

Monday, February 3, 2014

Magical Masks



A selection of magical masks for your fantasy campaigns

Goblin Mask- an outlandish and grotesque goblin mask that let’s one pass for a goblin. It works flawlessly on goblins, orcs, and hobgoblins other bwgs, bugbears, ogres, and trolls get a save vs spells to avoid being fooled anyone and everyone else can tell it’s a mask.

Skeleton Mask-  this white mask totally covers the wearers head in a white skull. All undead under 3HD will disregard and ignore someone wearing this mask. “Zombies” that are actually those infected by disease or some sort of demonic possession who have not actually died will not be fooled.

Witch’s Mask- this mask makes one look like a stereotypical witchy hag. The wearer will be able to cast a fear spell 3 times a day while wearing this mask.

Ruby Mask- this mask is cut from a solid piece of red gemstone, crystal, or glass. While wearing this mask the waere is +4 to save vs fear but is also more trusting of stangers (making them easier to surprise) due to the rose colored view experience while the mask is donned.

Mirror Mask- this mask works as a mirror does vs  gaze attacks. The wearer may attack medusa’s and such at full capacity if they wish as the mask provides the wearer with a +4  save vs gaze attacks.

Breathe Mask- this bizarre beaked mask covers the users head almost completely offering a +4 save vs gas attacks. Unfortunately the glass lenses of this mask are a little tricky to see through and any ranged attack made with the mask on have a -2 penalty.

Harlequin’s Mask- while wearing this mask all performances are enhance as if one had a Charisma 3 points higher and charm spells cast by the user are harder to result giving the target a -2 to saves.