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1d8+DB last won the day on January 18 2015

1d8+DB had the most liked content!

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About 1d8+DB

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  • RPG Biography
    Grew up with the Hobby. D&D of course, 1E CoC and Stormbringer.
  • Current games
    Regrettably am not playing anything currently. Last campaign was WH4K 'Rogue Trader'.
  • Location
    SW Idaho, United States
  • Blurb
    "Next stop Tanelorn!"
  1. Bright Shadows

    I wouldn't consider it indispensable. It details the Melnibonean people and their island redoubt. There's a lengthy section on drugs and narcotics used by the Melniboneans. A section describing the various theological practices of the Chaos Cults that hold sway on the island, and a lengthy list of some common demon-types that you might encounter there. Would be the most useful if you were planning on running a campaign that took place largely on the Dragon Isle. As an aside, if you do get a physical copy, Mongoose for a short while were actually printing/binding their own books, with the result that their books from that period have an unfortunate habit of separating from the spine: something all my hard-cover Elric/Hawkmoon books from them (for the 1E books) have done.
  2. Build a Better Monster Contest, Part II

    Khandarian Demon, or 'Deadite'. Malevolent entities from another dimension, that possess human hosts: transforming then into cackling engines of destruction and malice. The Khandarian demons are summoned by incantations from the grimoire, 'The Necronomicom Ex Mortis.' Interestingly, tales tell of another, even more malign and powerful, 'Necronomicon,' that contains rites to propitiate and appease inimical alien gods. Deadite, Incorporeal. Int 10+1d6 Pow 12+2d6 The demons possess human hosts via a simple test of POW vs. POW. If the contest is failed, the targeted host can never be targeted again. Furthermore, some individuals are never targeted for possession, apparently possessing a kind of immunity (character's POW X 2.5, to test for this fabled immunity). Once possessed, however, the victim is pretty much eternally the demon's slave (exorcism rites may exist, if so, they would be described in the 'Necronomicon Ex Mortis.' Deadite, Possessed host. This a kind of template applied to the host. +6 Hit Points +3 Dex. Uses the demon's INT and POW. Natural Weapons: Claws (+1d6) Attack with natural weapons: 35+1d10%. Hardy: (Impaling weapons, including guns). Levitation (Psychic Power). Intuition (Psychic Power | Limited to locating victims). Telekinesis (Psychic Power). Alternate form (see below). Leap (2 levels) Super-Sense ( 2 Levels | Night Vision & Hearing). Super-movement (Wall Walking). Ignores Major Wounds. A possessed host has milky white eyes, and scabrous, sallow skin. The body gains a kind of freakish elasticity, and the Deadite revels in putting its stolen body through bone-breaking contortions. If SAN rules are being used, there is 1d6 SAN loss if the SAN test is failed . The Deadite can resume its normal appearance, but usually only does so very briefly (1-3 rounds).
  3. I'm not aware right off-hand of any published scenarios that feature Satan as the big-bad; it is after all the 'Cthulhu Mythos' that drives CoC: though I'm sure, especially in the Dark Ages, that there was plenty of times when the Crawling Chaos masqueraded as the Prince of Lies.
  4. And of course the original story is M.R.Jame's classic, 'Casting the Runes'.
  5. cost of expedition and split of treasures

    Keeping it abstract would be how I would do it. Trail of Cthulhu's Mythos Expeditions uses a pool of supply points: you could do something similar, say each supply point spent would be worth 10% for a 'Equipment' roll. Points for common items might be worth more. Points for 'special' items might be worth less. Perhaps you could ask for a daily 'average' survival roll; a success means no essentials supplies were used that day (you're living off the land), and no supply points lost. A failure means a loss of 1d6 supply points; a critical failure means a loss of 1d10+2 supply points. It really depends on how much book-keeping you're comfortable with I guess.
  6. Yelm Eclipsed

    So, there would be nothing like this world's periodic, predictable eclipses: if a shadow crosses the face of the sun on Glorantha it is a singular apocalyptic event that would probably signal vast and cosmic upheavals.
  7. Yelm Eclipsed

    So, does Glorantha have solar eclipses; and what is the mythic explanation of these events? Orlanth periodically humiliating Yelm? A persisting ancient magic of the Elder Races? The Red Goddess trying to seduce Yelm?
  8. Pulp Cthulhu

    'Astounding Adventures' was written for the BRP/6E rule-set, and while it does have some good stuff in it, you will have to do a little tweaking to make it work with 7th Edition rules. So bottom line, you could probably live without it.
  9. Build a Better Monster Contest, Part II

    As another Halloween appears on the horizon, time to revive this thread. The Tall Man An invader from another dimension who is on this world apparently to necromantically raise an army of curiously shrunken revenants. He will always found plying the mortuary trade in an isolated part of the country Where-ever he is, you can be sure that the mortality rate will climb dramatically; as accidents, 'suicides', and 'death by natural causes' seem to sky-rocket. STR 20 CON 16 SIZ 17 INT 15 POW 22 DEX 15 APP 12 Damage Bonus +1d6 Hit Points 16 Major Wound 8* Magic Points 22 Move 10 Combat: Weapon: % Damage Fists 50 1d3+1d6 Mutations: Hardy (Impaling weapons), Regeneration (Major), and Vulnerability: Cold.** Psychic Powers Telekinesis (1 point) Other Powers Link of Doom***, Change Appearance †, and Teleportation‡. * See Hardy Mutation. ** Is bothered by extreme cold (at least -32 F or colder): when exposed to such cold the Tall Man must be successfully resist each round at CONx3% or loose 1 point of CON. *** For reasons unknown the Tall Man often selects certain victims to receive the full brunt of his dread attention. He engages them in a contest of POW, and spends one point of POW; if he wins the contest he has established a kind of bond with that individual. He is pretty much aware of where that individual is at all times, anywhere in the world! He can project his image to that individual, and speak to them at any time he chooses (spending 2 Magic Points to do so). This bond lasts until the victim is slain (at which time the Tall Man regains the spent point of POW). Most horribly he can Teleport himself to anywhere within the line of sight of a victim that he shares this bond with. If he fails the initial contest 72 hours must pass before he again make another attempt to establish a link with that specific individual. † Change Appearance. Can take on the appearance, down to the last detail, of any individual he has seen (cost of 5 Magic Points). Note that in any other form, he looses the benefits of his Hardy and Regeneration powers, so he rarely uses this ability. ‡ Teleportation. Can spend 7 Magic Points to teleport himself into the presence of anyone whom with he has already established a Link of Doom. Other Weaknesses: The sound of a pure music note (for instance the perfect tone of a tuning fork) can momentarily paralyze him (he must spend a Magic Point to avoid being frozen for a round). Sentinel Spheres The Tall Man's chief weapon are his Sentinel Spheres; shining orb-like drones that dart and swoop through the air, they extend cruel prongs, and then plunge into the heads of their targeted victims. The spheres apparently use infra-red to track and target their victims, as darkness is no protection. Dex 25 HP 5 AP None. Move 20 (may make short bursts of up to 90). Weapon % Damage Prongs 120* 1d8 Drill ** Death *Always specifically targets the head (60%). **After a successful attack, and if the prongs successfully impale, the sphere extends a powerful drill, which plunges into the victim's brain-pain, causing instant death. Note: Due to their small size, and rapid movement, attacks against spheres (that are not using area weapons), are considered Difficult.
  10. Lethality of BRP for a single character

    Mooks! Lots and lots of Mooks! I think I would try a a simple Resistance roll when a faceless Mook get's hit: their CON vs. the rolled damage. They fail the roll, they go down. They make the round, they're still standing for another round.
  11. Escaping the end of the world

    Hmmm. An idea. So there's an interstitial ('Middlemarch') world, primitive and probably largely unformed, that has been ignored by the Lords of Law and Chaos. A number of refugees, from different worlds, have gathered there, and are trying to survive under far from ideal conditions. Among them are some fanatical followers of Law and Chaos, who are looking to resume the war that brought them here. Of course the danger is that at some point the Lords of the Higher Worlds might notice this little pocket universe and decide to subjugate it.
  12. Escaping the end of the world

    Well Tanelorn is Eternal, and Oone the Dream Thief certainly survived, probably by way of the Moon Beam Roads. However... It is important to note one feature of MM's Eternal Champion fiction: all the worlds of the Multiverse are linked in the same cycle. So Chaos was resurgent across the Multiverse, as the Balance had to be reset cosmically. So there's no 'save haven': any plane you flee too is going to be in the middle of its own apocalypse (the raise of the Madben horde, the Granbretanian conquest, Hitler). Now the inevitability of total destruction in those other worlds might not be as dire as the Young Kingdoms; but there's no place not ravaged by war and madness. Of course that probably means great opportunity for meaty gaming conflict.
  13. RQ Version #

    I want to check to see that I'm understanding the version numbers being thrown around. 1: The original Chaosium game. 2: The Avalon Hill version. 3: Mongoose's 1st iteration. 4: Mongoose's 2nd iteration ('Legend'). 5: Design Mechanism's 1st iteration. 6: Design Mechanism's 2nd iteration ('Mythras'). 7: This will be be filled by by the Chaosium 'Classic RQ'. OpenQuest and and Revolution D100 are considered outliers.
  14. I think I would advise the OP to discard the idea that the Empire has near infinite resources: I think that advantage, and their use of magic, will be insurmountable for the Moderns. GM: The Gateway opens, and out flies 5,000 ancient dragons, with each third one bearing a lich necromancer! Players: How does the Empire's anthem go again? Instead, they have limited resources, but good tacticians who know how to maximize their advantages. The campaign then becomes the Moderns fighting a desperate battle against time; hoping to wear down the invaders before their own ability to fight is broken. (I'm assuming that the EE forces are retreating back through their gates after every engagement, to avoid being targeted by the Modern's nuclear weapons, or occupying urban centers and using their population as human shields). I recommend that the OP use MOOK rules. He might consider using some kind of Mass Combat system (its OOP but Mongoose's Hawkmoon supplement Granbretan had a BRP derived Mass Combat system): unless he's going to arbitrarily decide the outcome of each battle, and just play out what happened in the Player Character's section of the front.
  15. So perhaps the Orcs have been 'engineered' so that they can only eat a food-stuff magically conjured by the Empire's sorcerers ( a good way of ensuring loyalty). This could be the Empire's vulnerability: take out the 'food-mages' and the army begins to starve.