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Chaot

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Everything posted by Chaot

  1. BRP is alive as long as people are playing it. So thank you. Life has been busy but I think I may have some time to squeeze in a short BRP campaign this summer.
  2. Something where this is a legitimate plot line.
  3. It's odd. For years my games have been humanocentric. Elves and dwarves and stuff was something that I was definitely not interested in. Now I have an overwhelming desire to run something with every monster under the sun as potential PCs in a world where creatures just naturally live together in a semi-civilized manner. Having trouble finding images that sum this up. Something like this.
  4. Haha! Rules wise, the basic core mechanics are mostly Elric! with some of my own house rules and combat styles taken from RQ6. Psychic powers are taken directly from the BGB. Wizardry is my own answer to D&D type magic and enchantment. Sorcery is a mix of Elric! and Corum as well as my own house rules stuff. Shamanism is very loosely based on RQ3, but expanded a bit. Elemental paths are adapted from Mongoose's Magic in the Young Kingdom and mixed with some GURPS stuff. Theurgy mostly comes from Gods of Law. Druidism is mostly made up with D&D as a starting point and the Beast and Plant Lords thrown in. Vows, Blessings and Miracles take a little inspiration from RQ3 but are mostly its own thing. Alchemy is still pretty up in the air right now. I may also include a martial arts system similar to that in Dragon Lines The point is I want to throw everything in there. Character creation makes use of The Big Damn Book of Monsters. I want all sorts of magic flying around too. I'm currently putting together one page sheets that explain how each system works for easy reference.
  5. Cause YAFBRP is more fun.. (What does YAF stand for?)
  6. I've been kicking around the idea of a kitchen sink fantasy game for a while. In my head it's called Monster World. I've wanted to run it but haven't committed the time to just do it. I did make some character sheets though. What follows is a front sheet and some really specific back sheets. On my list to do is a sheet for Psychic Powers and one for Shamanism, as well as a more general back sheet that combines a bunch of the power systems. Enjoy. Monster World front.pdf Monster World Wizardry.pdf Monster World Sorcery.pdf Monster World Theurgy.pdf Monster World Druidism.pdf Monster World Elemental Paths.pdf
  7. They are both amazing books. I'd love to run something in either world.
  8. Howdy Bud. If I were you I'd post in one of the forums dedicated to the type of game you want to be a part of. BRP for general BRP, Runequest for that, etc.I don't know the extent of our online playing membership but you may get some interest, especially if you are hosting the game.
  9. I try to keep it simple as possible. Only assign skills and stats as you need them. Most of my NPCs have a single stat that they shine in and three skills. If they are combat NPCs they look something like this: Dex = x, Combat 30% whatever at 1d6, 10 HP (or whatever). Adjust where you need to. To me, skills and stats only make an NPC so interesting. Their relationship with the party is more important.
  10. Indeed. I find in actual play, the high the skill level, the more unlikely the PCs are to try and chase skills.
  11. Wanted to update the thread with a basic breakdown of stats this weekend but it turned out to be a crazy week. Later. My main issue with SC is that it is set up as an adventure in which you help the kobolds and you exterminate the goblins. In my mind it should be the PCs navigating two small towns that really don't like them but each have something they want. The kobolds want to get their dragon back. The goblin leader wants control of the tree. The PCs want to find the missing townspeople and maybe get rid of the creepy twigs. Sprinkle in some side quests. This set up has 100% more possibilities than a dungeon crawl.
  12. Seriously. I would love for these books to be back in circulation!
  13. For years I've used an alternative experience system and I feel it works well while still staying true to BRP. Every skill that is used gets a check, success or failure. Every session comes along with a certain amount of experience points, in my game it's usually 5-10 depending on how long the session runs and how much gets done. The PCs are then allowed to assign the experience points or keep them in reserve to save for later. Every experience point assigned to a skill gives the PC a 1d10 increase in the skill. Only two experience points may be assigned to a skill (which means that it is possible that a PC may increase their skill by 20% with an incredibly lucky two rolls). Reserved points can be used for two things. They can be applied to Stats or they can be used during the game to change an outcome. If a PC is trying to increase a Stat they need enough experience points to equal their stat, plus one; so if Brog the Deadly has a Strength of 16 he needs 17 experience to bump his Strength to 17. Bro is concentrating on his Strength. In the meantime his Skills are not improving. I feel it makes a nice balance. This works for every other stat except for Size, which is one of the reasons I hate Size. Still, I allow my players to apply this to Size. If they increase above about 3 points of Size there is obviously something unnatural going on. I ask them to explain it and fold it into the next adventure. It should be noted; I love Skills above 100%. I jumped in with Elric! and that's the way I've always played. My play style is either the PCs are dominating their opposition or they are dicing for criticals. The great thing is, when the numbers get high the return on investing points into skills or stats starts decreasing. Players start saving their experience to change rolls in the game.
  14. It's an amazing book. I haven't used it but I've thought about using it in a Young Kingdoms worlds jumping game. I'd lean heavily on the published adventure 'Worms Within,' only the PCs appear and are suspected of being instigators of the strange things happening in Korudav. Koroman is after them soon after they arrive but Batrabas Blueskin suspects that they're something much more. Sunswords and energy maces, all kinds of cool creatures and demons... I think it would be a great place to visit.
  15. I read this blog or something in which the DM made the tree come to life to attack the PCs along with the two tree zombies, the twig monsters and the druid. I dig it and am going to keep it if I ever run this thing. My goal off the bat is to make sure that the PCs don't go murder happy on the goblins (or the kobolds). I really haven't had a chance to refine this, so I'm just going to post my notes. This is actually much more than I usually write for an adventure. Take from it what you will. When I have some time I will post stats. Most of them will be pretty simple because I don't really want to be bothered with a complex stat block while I'm GMing. ____ Main Village PCs notice the bushes and also get to notice the disappearance of bushes. Bushes create small, bitter apples that also contain seeds. PCs experience the feeling of being watched and things moving quickly in the forest, occasionally seeing red beaded eyes. Learn that goblins steal the bushes. Also learn about the yearly apple. Hear hints about another deadly apple as well. PCs hear about the group that went into the rift and haven’t returned. In the Rift City was draconic death cult but is now largely covered in carvings, totems and fetishes of the goblin fire god. Apart from specific encounters, the only challenges the PCs should meet are the occasional dire rat. Successful listen rolls may allow the PCs to hear the Twig Blights stalking them. If the PCs seem to be vulnerable, a group of twig blights might try to attack, otherwise the remain in the background. Goblins and Kobolds should be bargained with. Kobolds are death cult but it is more worshiping ancestors then zombies. Goblins warrens have small, smoldering fires throughout as well as three pronged red symbols signifying fire. DragonPriest Tomb Glowing globe trap hurts PCs while telling part of the story of the Dragon Priest. Its original intent was to warn those away from disturbing the tomb while also celebrating the mysteries of the draconic death cult. The priest below had dabbled in forbidden magics and discovered a twisted form of immortality. This room was often used as a purifying ritual room. Since three of the four globes have been destroyed it instead inflicts pain while it tells an incomplete version of the story. When entering the room the PCs must make CONx5. If they succeed they have 5 combat rounds before they start taking damage. After that, the PCs take 1 hp per round. They must also make an INTx5 check to understand some of the images and sounds that they hear from the remaining glowing stone. The second room is the dragon’s riddle, which opens a portal through the ground. The Pit and the Guard. The pit takes up a sizable portion of this room. The only way across the pit is to walk on it’s edge. Across the room is the tomb door to the dragon priest. Guarding this door is the quazit Jot. Jot will ambush a PC, trying to push them into the pit. After quick combat it will fly up, shout “intruders!”, then laugh as it informs the PCs that it’s pact has now been completed. If Jot gets away he will ambush them again as they try to leave the Sunless Citadel by severing the rope they are climbing. After that, he probably won’t be seen again… unless the PCs seek revenge. They may try some powerful divination magic on the severed rope or seek a seer to try and track Jot. The Dragon Priest is weakened and mad from it’s slumber, much weaker than his previous self but still a challenge to the PCs. The Dragon Priest regenerates 1 hp per round. Should he be reduced to 0 hit points he will appear dead, but begin regenerating hit points again in a day. During combat, a player who is not engaged in fighting the dragon priest may try to snag some treasure from the sarcophagus. Roll to see what they grab, either money, the dagger, a bracelet or a scroll. Tie some of the scroll spells in with the items. Future possibilities The dragon priest will eventually heal the damage that the PCs do to it. Once it feels strong enough it will venture out and start killing the goblins and then kobolds. Then it may venture further out or it may set up a lair in the Sunless Citadel. Should the PCs somehow incinerate the dragon priest’s body it’s soul will still exist. It may possess Jot. It may ride along in the dagger, waiting for a worthy body. It may merge with one of the PC’s minds for a while. Water Mephit Instead of where it’s located, this encounter happens at a removed watercourse that the PCs come across. Pretty straight forward encounter. The mephit is also enraged due to being so close to fire worshippers. The mephit has the possibility of coming back and bothering the PCs multiple times. Should an obvious greater target present themselves the mephit will concentrate on them instead. If a PC has the ability, this mephit may also be bound. Sanctuary This door seems impossible to open. It is carved with skeletal dragons and in a draconic language it says ‘those that worship the wyrm shall live in its light’. It requires the PC to cast some sort of spell or use some ability that has to do with the dead. The whistle is out in the open. If a player blows it, one of the five corpses awake and stand with the PCs. It will obey the whistleblower’s orders. This is a powerful item and will bond with the whistleblower PC. That PC loses 1 point of permanent POW. The other creatures open their eyes and move to attack the intruders. If the PCs do not blow the whistle, take the whistle, the corpses awake but are not immediately hostile. These creatures inhabited the city before its fall. They are similar to the Silent Watchers on Stone Bridge and look like the Winged Devourers from the film Beastmaster. They communicate telepathically and if the PCs do not show aggression they will answer some questions. They are saddened if they learn that their city has been destroyed. If the PCs take the whistle or defiles the graves in some way they will become angry and attack. They will explain the whistle is a powerful and dangerous artifact. They will explain the material it is made out of. Should they not be angered during the transaction the silent watchers will return to their graves. Goblins They are looking for an edge against Belak. The previous adventures went down to check out the situation with Belak. The gnome was too injured to accompany them and has been slowly healed by the healer. The healer is an elementals, consequently the gnome and the some goblins have burn healing scars. Goblin leader, Durnn, is wearing one of the rings. Says the adventurers are dead. Explains that they went down to defeat the druid and did not succeed. Durnn has stationed goblins below with Belak and is certain that with Belak out of the way the goblins would be able to harness the power of the great tree. He doesn’t care wether the PCs win or not and if pressed, will tell them that. If the PCs ask for the ring he demands something in return. Dire Rats Guthash and her dire rat minions range throughout the Sunless Citadel. Balsag the Great Hunter Balsag and his two Dire Rats immediately threatens anyone found in his area. If the party has a goblin with them at the time he will not attack as quickly. If combat goes against Balsag, he will either attempt to flee or surrender. Balsag is will to show them where Belak is in exchange for his life. Alternatively, if the PCs have to retreat, Durnn will laugh at them and then send a goblin down with them to get them past Balsag. Magic Items Night Caller Transparent whistle that raises zombie assistants. Shatterspike Sword that does damage to weapons. Nephelium Special iron like substance that can make transparent items. Edit: The fire god goblin thing is tied directly into my own interest in running an elemental cult scenario.
  16. I'm gong off of the 3E one. One of the first things I did was to take that dungeon and break it up into a spread out area, so that it represented ruins spotted through the deep ravine. The original map looks nothing like a citadel so it might as well be scrapped. Many of the encounters can be broken up into small scenes in a ruined city rather than rooms in a dungeon. The second thing I did was to 'humanize' the tribes by including kobolds and goblins in the village. The village is severely lacking and needs fleshed out. The default assumption off kobolds as friends and goblins as enemies can be expanded upon as well. My beef is with the druid and his twigs. Between dire rates, dragon priests, demons and elementals there is plenty for the PCs to deal with. I concentrated on the goals of the kobolds and the goals of the goblins and opened the field for PC interaction. I'd expand on this, but I've laundry to do. Edit: Spoilers are welcome. This is an old module.
  17. I recently was stuck on vacation with little to read. I did have a copy of Sunless Citadel. Occasionally I like to take modules and BRPize them. So that’s what I did. Granted, I didn’t have a lot of my other material with me so stats will follow. If you please, the following are my notes on how I would run SC in BRP I should make clear my biases here. My first games were the RC version of D&D and T&T. Other games followed. I’ve had plenty of time in a dungeon environment and that sort of play bores me a bit. My own personal rules are that the PCs are heroes and can do heroic things, combat is an option but not default, combat should be really quick (because it bores me), nothing is true until the dice hit the table and that everyone is having fun, including me. Sunlight Citadel was published 17 years ago… excuse me, 18 years ago. I’m going to spoil everything. Once upon a time there was this fortress that had a group of elves that were some sort of a draconic cult. A dragon attacked and rent the earth asunder and the fortress sank into a chasm. Parts of the buildings were preserved because of magic protection stuff. Today a tribe of goblins and a tribe of kobolds live in the ruins. There’s a deeper twist with an evil druid. I can work with this! Here are the issues: 1. The map is crap. Throw it out. It’s a dungeon in which the kobolds and goblins operate in a single building. It looks nothing like a citadel, rather it is an offspring of Miyamoto’s ‘Legend of Zelda’ design. The point is to move the player from room to room, not to represent what a sunken citadel might actually look like. 2. The town and the new creature set up is crap. No real foreshadowing or room for the PCs to explore. In my mind, these are key to get the players interested in going on and to deal with the fall out of the completion of the adventure. My Preferred playing style. I’m an Elric! kid. Combat over 100% and dicing for criticals. I’m also of the school in which all BRP is basically compatible. Please take for granted the fact that even though RuneQuest was named before BRP it is a ruleset that the term BRP encompasses. I know. Totally edgy. My own home-brew game is influenced by many sources. I try to give my players a bunch of options while keeping my side of the screen as simple as possible. I use a sorcery and demon summoning similar to Elric!/Corum, a Wizardry system similar to Classic Fantasy, the Psychic system from the BGB, Elemental Paths from Mongoose and a Druid/Shaman system from RQ. I also use an alchemical system that is semi vague right now and my tickets and named objects system that I’ve posted on these boards. Who wants to go into the Sunless Citadel?
  18. Oh man! Make it meddlesome. Ballo the Jester is manipulating them to some ridiculous end. Or Tap into the Dancers at the End of Time. Lord Jagged is a trouble maker and could have a ton of unimportant purposes to mess with the PCs. My own preference would be to eventually either dump them into a psychedelic spy drama with Cornelius or throw them into some other Moorcock dystopian future. The Iceworld with the land whales or the huge metal city that moves across land. Alternatively, maybe it's Morphail studying them. The Morphail Effect is something like 'There is no travel back in time. You go forward until it loops around again."
  19. Here's what I sometimes do. Grab a module you like and cut out the stuff you don't like then rewrite the stuff you only kinda like. Characters in my game generally start with combat skills ranging from 100-150. General bad guys have combat skills from 30-40. One or two of them should have some special ability or spell that comes into play. A given low level encounter will have 2-3 bad guys versus one PC. These combats should be fast and have plenty of room for the Players to show off. Moderate encounters have one PC-level NPC and a few low level guys. Play smart and this will keep the PCs on their toes. Boss level encounters should have some sort of special thing going on. Tweak to your desire. I like my BRP fast and loose. I try to keep combat quick because I'm more interested in what sorts of choices the PCs make and what the fall out is rather than how many hit points they have. I feel Magic World does a good job in balancing a light touch while maintaining mechanical consequences. I also think it is relatively simple to adapt whatever alternative source material you might want to use over to BRP.
  20. To do this quickly, double the original number and place a decimal in the one's place. For example. Skill 65%. Doubled is 130. Place decimal 13.0. 1/5 of 65 is 13.
  21. Take a look at the Minion rules from Gods of Law. I swear by them.
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