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Thursday, January 30, 2020
Area 12, Demented Distraction
I am still playing along with Matt Jackson and his amazing Collaboration Dungeons. In Dungeon #2, I have populated a room with an great trick Statue. Check out the full post on MSJX.com.
12. Demented Distraction.
The long passageway is lit from above, in a soft orange light when viewed from the hallway. As the characters progress down the stairs, the light shifts to a strong blueish white. The light emanates from a long central beam in the ceiling.
The alcoves are not lit at all and have deep shadows. The characters will find searching for traps or secret doors to be very difficult without their own bright light source. Torches and lanterns are insufficient to remove the penalty, but a magical light spell or a magic weapon’s glow will help. Waiting a round for one’s eyes to adjust also is beneficial.
At the far end of the chamber is a titanic statue of a man with eight arms. Each arm holds bowl like mirror. The statue is made of steel, but show signs of distress.
When the characters step off the last stair and on to the floor of the hallway, a bolt of energy will lance out from one of the mirrors striking a finger’s breadth in front the lead character’s foot. Every time the characters step forward, the statue fires.
There is a pattern to the bolts, the top two left hands, the right bottom two hands, the upper right two hands, and then finally, the lower left hands. The statue responds instantly to any motion forwards, and can fire as often as necessary to lash out any and all members of the party. It can detect people that are astral, invisible, out of phase, etc. unerringly.
If a character contrives to place an item between their foot and the bolt, the item will be vaporized without a saving throw. The character will be blown backwards 5 feet and take 1d4 points of damage.
Likewise, firing missiles or spells at the statue causes a bolt to vaporize the missile or in the case of magic, negate the spell. There is no saving throw for this, it is automatic. Once the attack has been dealt with, the statue does not fire on the players unless they move forward again.
Characters can step into the alcoves to avoid fire, which will likely confuse the issue.
Retreating or moving left or right does not receive a response, so long as the person doesn’t advance towards the statue.
There is no way to prevent the statue from firing, no way to reflect, block or deflect the bolts or hide from them. There is no solution to this puzzle. The statue unerringly fires bolts one finger’s breadth IN FRONT an advancing person’s foot.
The statue will stop firing at a character as soon as they advance past the last alcove. Players who figure out the puzzle will find the statue to be quite inscrutable. It is resistant to all attacks of any kind, and ignores any brute force attack made on it. It will also ignore people searching or climbing on it.
However, if someone attempts to vandalize the statue, all eight mirrors will fire on them for 1d4 points each. This requires a normal attack roll and happens 8 times per round. Bolts that miss the vandal will NOT hit or injure other people. It will not stop firing on the vandal until they have been vaporized or they escape up the stairs leading to area 8 or around the corner to area 7. If the character returns, the statue will start firing again. In fact, it will fire on vandal as soon as they enter it’s line of sight.
The statue is unaware of speech and will only attack the people that attempt to harm it. If the party waits 3 rounds after the vandal leaves or dies, the statue will glow bright red for 10 rounds, after which, vandal’s handiwork will be burned away.
Behind the statue is a corpse wearing +2 chainmail, holding a wax crayon in one hand. There is also a Mace of Disruption under the corpse and in it’s Bag of Holding are three potions, to be randomly determined. If the characters are having a rough time of it, there is also map to this point showing the hidden doorways in the alcoves.
Strictly (Duke) Springer - Day 030
We
need to get home in a flash, so we are making a double jump. It burns 3
hypercharges. On entry to Regari, we see a ship under repair. There
is no encounter.
We
need a lot of different things, so we are going to an Industrial
area. It takes 4 hours to get there.
We
buy 200 Tech Level 1 Side Arms at a cost of 1000. We get no other
good rolls.
I pay the crew, which is 80 secs., including Emily who is still trapped in status.
Our
assets are:
1
Antelope starship, which I owe 118,300 secs. in principle.
1
Stasis pod 2 CU, (In use, holding Emily.)
2
Repair units,
4
Life Support Units
1
U-bot,
7
PS-bots,
2
U-suit,
10
Heavy Hand Weapons,
210
Side Arms,
and
the ship is fueled with 3 hypercharges.
1
Boat guns, TL-3,
5
U-suits.
I
have 6,981 secs.
Wednesday, January 29, 2020
Strictly (Duke) Springer - Day 029
We
continue making rolls here in the spaceport.
We
sell the ship’s boat, sans it’s guns. Those are nice guns. We
make 6,000 secs. off of this one transaction.
We
can sell FU at 5 each. We dump all 30 of them as we have no device
that uses them. 150 secs. We can sell LSU for 10 each, so we also
dump all but 4. Another 250 secs.
We
have just enough time to pay on the ship and get to orbit.
Our
assets are:
1
Antelope starship, which I owe 118,300 secs. in principle.
1
Stasis pod 2 CU, (In use, holding Emily.)
2
Repair units,
4
Life Support Units
1
U-bot,
7
PS-bots,
2
U-suit,
10
Heavy Hand Weapons,
10
Side Arms,
and
the ship is fueled with 6 hypercharges.
1
Boat guns, TL-3,
5
U-suits.
I
have 8,061 secs.
Tuesday, January 28, 2020
Strictly (Duke) Springer - Day 028

We
have a pair of options, the spaceport or the space station. Things
tend to cost at the space station and sell for less. We move to the
spaceport. We need hypercharges.
It takes 3 hours to get the hypercharges. We buy a full load. That takes the rest of the day.
Our assets are:
1 Antelope starship, which I owe 118,300 secs. in principle.
1 Stasis pod 2 CU, (In use, holding Emily.)
15 Fuel Units,
2 Repair units,
24 Life Support Units
1 U-bot,
7 PS-bots,
2 U-suit,
10 Heavy Hand Weapons,
10 Side Arms,
and the ship is fueled with 6 hypercharges.
1 Hopper, with TL-3 guns,
15 Fuel Units,
5 Life Support Units.
5 U-suits.
I have 1,961 secs.
Monday, January 27, 2020
Strictly (Duke) Springer - Day 027
We are off to Imperia again, via Palatek. On arrival at Palatek, we are ordered to stop and wait for an escort to take us into the space station or spaceport. Not a chance. We jump.
And get into more trouble. The ship is hit by a mirco asteroid right in the pilot’s compartment. If it wasn’t for the Status Unit, Emily would be dead. We use a RU for the patch but now have a secondary problem. We can’t recover Emily without a 3 CU status unit. She is stuck in there.
It takes an hour to patch up and start moving again. It takes 4 more hours to get to the surface. Our first priority is to make money. I want to sell these guns, so we are off to the slums. We aren’t detected on entry.
We can sell RU, FU and LSU. We can sell RU at ten times their normal cost, so we unload 20 of them for 200 secs. We also can sell side arms at 40 each. We get rid of 90 of them for a return of 3600.
Our day is done. What a rotten day.
Our assets are:
1 Antelope starship, which I owe 118,300 secs. in principle.
1 Stasis pod 2 CU, (In use, holding Emily.)
15 Fuel Units,
2 Repair units,
24 Life Support Units
1 U-bot,
7 PS-bots,
2 U-suit,
10 Heavy Hand Weapons,
10 Side Arms,
and the ship is fueled with 2 hypercharges.
1 Hopper, with TL-3 guns,
15 Fuel Units,
5 Life Support Units.
5 U-suits.
I have 3,961 secs.
And get into more trouble. The ship is hit by a mirco asteroid right in the pilot’s compartment. If it wasn’t for the Status Unit, Emily would be dead. We use a RU for the patch but now have a secondary problem. We can’t recover Emily without a 3 CU status unit. She is stuck in there.
It takes an hour to patch up and start moving again. It takes 4 more hours to get to the surface. Our first priority is to make money. I want to sell these guns, so we are off to the slums. We aren’t detected on entry.
We can sell RU, FU and LSU. We can sell RU at ten times their normal cost, so we unload 20 of them for 200 secs. We also can sell side arms at 40 each. We get rid of 90 of them for a return of 3600.
Our day is done. What a rotten day.
Our assets are:
1 Antelope starship, which I owe 118,300 secs. in principle.
1 Stasis pod 2 CU, (In use, holding Emily.)
15 Fuel Units,
2 Repair units,
24 Life Support Units
1 U-bot,
7 PS-bots,
2 U-suit,
10 Heavy Hand Weapons,
10 Side Arms,
and the ship is fueled with 2 hypercharges.
1 Hopper, with TL-3 guns,
15 Fuel Units,
5 Life Support Units.
5 U-suits.
I have 3,961 secs.
Matt Jackson's CollaboDungeon #2
Here we are, round two! I picked room 22, a forested room in a dungeon. Click here to read Matt's full post and see all three maps.
22. The Faerie Queen’s Thicket
Small animals frolic among all the trees. Under the largest tree is a white brocade blanket, upon which sits a elderly woman. On noticing the party, she sings out:
“Come out, come out,
“I am the mistress of scrying.”
As the characters approach her, she issues a warning:
“Come and sit,
“There is a place for all here,
“But don’t drink the water.”
The reference to water refers to room 15. She offers the characters food and drink. Consuming the food and drink of the Faerie Queen will restore 1d6 hit points and remove any curses or poisons. Characters may be reluctant to partake of the Faerie Queen’s provisions, but it is safe.
If asked about other rooms, the Faerie Queen will produce a crystal ball and describe them. The only limitation to scrying is if the characters have not be there, they might not understand. If characters look at the crystal ball, they see nothing but cloudiness.
The woman is reluctant to leave room 22, but the party can convince her to leave if they promise to take her out by the shortest route. If the party deviates from the shortest route, she will teleport back to her seat in room 22.
If they return to her, she will sing:
“This is my home,
“And you have been banished.”
No food or drink will be offered this time, and if the characters consume it, they will die in 24 hours. There will be no pain, only a sudden feeling of certain doom.
If any character takes the crystal ball, the Queen will vanish and that character will take her place.
The Goblin’s Henchmen’s rule is in effect, 300 words, less 1 for fun. This post draws on DMB’s song Don’t Drink the Water.
22. The Faerie Queen’s Thicket
Small animals frolic among all the trees. Under the largest tree is a white brocade blanket, upon which sits a elderly woman. On noticing the party, she sings out:
“Come out, come out,
“I am the mistress of scrying.”
As the characters approach her, she issues a warning:
“Come and sit,
“There is a place for all here,
“But don’t drink the water.”
The reference to water refers to room 15. She offers the characters food and drink. Consuming the food and drink of the Faerie Queen will restore 1d6 hit points and remove any curses or poisons. Characters may be reluctant to partake of the Faerie Queen’s provisions, but it is safe.
If asked about other rooms, the Faerie Queen will produce a crystal ball and describe them. The only limitation to scrying is if the characters have not be there, they might not understand. If characters look at the crystal ball, they see nothing but cloudiness.
The woman is reluctant to leave room 22, but the party can convince her to leave if they promise to take her out by the shortest route. If the party deviates from the shortest route, she will teleport back to her seat in room 22.
If they return to her, she will sing:
“This is my home,
“And you have been banished.”
No food or drink will be offered this time, and if the characters consume it, they will die in 24 hours. There will be no pain, only a sudden feeling of certain doom.
If any character takes the crystal ball, the Queen will vanish and that character will take her place.
The Goblin’s Henchmen’s rule is in effect, 300 words, less 1 for fun. This post draws on DMB’s song Don’t Drink the Water.
Sunday, January 26, 2020
Strictly (Duke) Springer - Day 026
It will take 5 hours to get to the jump point. I’m gonna make my 5 rolls and hope for the best. I would like a couple of more items.
I buy two hypercharges then fill the ship with Fuel Units and Life Support Units. Every single area of the ship is packed with stuff, to the point that I need to play Russian stacking dolls and fill the Hopper with crap.
We break for orbit and arrive at the jump point in the 10th hour.
Our assets are:
1 Antelope starship, which I owe 118,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
23 Repair units,
24 Life Support Units
1 U-bot,
7 PS-bots,
2 U-suit,
10 Heavy Hand Weapons,
100 Side Arms,
and the ship is fueled with 4 hypercharges.
1 Hopper, with TL-3 guns,
15 Fuel Units,
5 Life Support Units.
5 U-suits.
I have 161 secs. I’m broke.
I buy two hypercharges then fill the ship with Fuel Units and Life Support Units. Every single area of the ship is packed with stuff, to the point that I need to play Russian stacking dolls and fill the Hopper with crap.
We break for orbit and arrive at the jump point in the 10th hour.
Our assets are:
1 Antelope starship, which I owe 118,300 secs. in principle.
1 Stasis pod 2 CU,
15 Fuel Units,
23 Repair units,
24 Life Support Units
1 U-bot,
7 PS-bots,
2 U-suit,
10 Heavy Hand Weapons,
100 Side Arms,
and the ship is fueled with 4 hypercharges.
1 Hopper, with TL-3 guns,
15 Fuel Units,
5 Life Support Units.
5 U-suits.
I have 161 secs. I’m broke.
The Best Module Ever - SES-01 - The One With The Killer Hook
Incredibly, everyone gamer in the WORLD owns the best module ever. It's called SES-01, The One With The Killer Hook. Who knows where you got it, but you have it. We all have it. Where it came from doesn't matter.
What is SES-01?
Remember your first game session? All of the excitement and adventure, with dozens of mistakes and missteps? Yeah, of course you do.
It's X years later. Your players have returned to the place where it all began to relive their early days, to see what has become of that place and the inhabitants. Everything is exactly as they remember it. Nothing has changed in all this time... except one thing. The denizens of where ever are somber, saddened by an incredible loss. And they need the Party to help them.
Help them with what?
Bury the dead. There are x numbers of caskets in need of pallbearers and escorts. There are graves to be filled and prayed over. One for each brave party member who participated in Session 01. They didn't make it. The locals are not so much holding out for heroes but burying their past. They are honored, loved, and respected, but gone. So much tragedy.
What happened? This is all on you and your players to discover when you go back and play SES-01.
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