Sunday, 8 January 2023

#dungeon23 Weekly roundup.


Here are all of the rooms I've created this week for the #dungeon23 challenge. Check back each week for more updates. 


Level One

Room One: Entrance

A set of 12-foot–tall stone doors easily open up to reveal a huge wedge shaped room. The floor ids made from black stone decorated with gold inlaid patterns. Eight stone pillars run parallel with the walls reaching 40 feet to the ceiling above, an impossible height given the height of the tower outside.

Blue flames light the room from several mounted sconces affixed to each pillar. Three steps lead up to a raised area at the back of the room where a large archway sits. Around the arch are 12 different symbols spaced out evenly across it. The first symbol glows with a pale blue colour.

 

Development

·           ► Touching the blue symbol causes a swirling blue portal to form in the archway. Stepping through the portal takes the creature to level two, room one. The portal continues to swirl for 1 minute before shutting down. Touching the symbol re-opens the portal.

·           ► The blue flames are magical a keyed to the sconces. Removing them from the wall causes the magic to fail but each sconce is worth 15 gp.


Level Two

Features
·     All walls, ceilings and floors are constructed from dark grey stone.
►      ► Ceilings are 10 ft. high.
·        ► Doors are made of wood (AC 10 [11] 10hp).
·        ► No light sources are present.
 
Room One
The portal exits into a 20 feet by 40 feet room with dark grey stone walls, ceiling and floors, a single 5 foot wide corridor leads out.
 
Development
·        ► The portal remains open for 1 minute. Before shutting off the same 12 symbols that decorate the archway can be seen before the glowing one’s light begins to fade to darkness, shutting off completely when the portal close.
·        ► When the portal closes the room is put into pitch darkness.
 
Room Two
The door to this room is locked.
The wooden door to this room is reinforced by steel bands, A sliding metal plate is set into it at around head height.

Once the door is open:

This small 10 foot by 10 foot room contains nothing of note except a small wooden table and chair sitting in the center of the room and three levers, one on each wall, all set into the “up” position.
 
Development
·         ► The sliding metal plate allows someone inside the room to look into the corridor.
·         ► Pulling the levers in the room have the following effect:
·         A:  Pulling this lever raises the gate (a) in room three. Returning it to its original position nosily drops it back into place.
·         B: Pulling this lever drops the gate (b) in room three. Returning it to its original position nosily raises it back into place.
·         C: Pulling this lever does nothing until the trap in room three has been set off. Returning it to its original position nosily raises gate c back into place.
 
Room Three
This large room is 35 feet by 10 feet with two 10 foot wide corridors leading off of it opposite the 5 foot wide entry way.  One of the corridors is blocked by a metal gate (a) about 10 feet down. A loud noise can be heard coming for the end of both corridors.
 
Development
·         ► The gates are controlled by the levers in room two.
 
Trap
·         ► If gate b is still in its raised position the PCs may walk down the corridor possibly standing on the pressure plate hidden on the floor bringing both gates b and c crashing down to the ground trapping them inside.
·         ► Spotting the trap is possible on a successful find traps roll.
·         ► Spotting the holes in the ceiling for the gates is possible on a 1-in-6.
·         ► When the gates fall anyone inside can make a save versus breath. On a successful roll the pc can decide which direction they jump to.
·         ► Lifting a fallen gate requires a Strength check at -4 due to the gearing system above.
·         ► Blunt weapons can be used to damage the gate. Each bar id AC 10 [11] 25hp.
·         ► Setting of the trap also activates room four.
 
Room Four
This room is hidden behind a secret door that opens once the trap in room three is set off. Even is the door is found it can only be opened if the trap is set off.
 
Trap
·         ► Inside the room are enough bones for 9 skeletons.
·         ► When the trap in room three is set off an animate dead spell is cast into the room animating the skeletons that pick up some of the 12 wooden spears stored here. The secret door opens and the skeletons attack any intruders.
·         ► Creatures trapped behind the gates in room three can only attack through them with spears or similar weapons without penalty. All other weapons are -2 to hit or cannot be used at all at the GMs discretion.
 
Room Five
This 20 foot by 20 foot room is empty and shows no sign of the thunderous noise that could be heard earlier. Two 10 foot wide corridors lead off to the sides of the room; one slanted upwards, one slanted downwards. Across the other side of the room there is a circular hole about 2 feet across and about 2 feet from the floor.
A few seconds later the incredible noise returns and a huge iron ball runs down the slope and across the room before slamming into a wall and moving around a corner. A few feet later the ball drops down a 10 foot wide pit and out of sight.
 
Development
·         ► Crawling through the hole in the wall takes a creature to a small 5 foot wide corridor that runs parallel with the main corridor. See the tap entry for more details.
·         ► The pit teleports anything falling into it into a 20 foot chimney at the top of the slope but with a 1d6 round delay, Any creature falling through the portal takes 2d6 damage from the fall.
 
Trap
·         ► The iron ball rolling down the corridor is nearly 10 feet across. Anyone struck by it takes 4d6 damage as the ball rolls over them.
·         ► The ball moves the entire length of the corridor in one round.
·         ► A creature in the adjoining corridor can see small alcoves with a barred iron window that looks into another dark alcove. On the left hand wall is a handle set into a stone circle with a wedge shaped protrusion. Pulling the handle brings the stone out of the wall and can then be turned 180 degrees before the stone protrusion can be dropped into another recess.
·         ► Moving the lock opens the secret alcove allowing a creature to avoid being hit by the iron ball but also releases a blast of gas that causes 1d4 damage each round the stone is in its second position. Any creature in either alcove is affected but can make a save versus poison for half.
·         ► Detected the gas jets is possible through a successful find traps roll.
·         ► After a creature making its way up the main corridor can see a lever that opens a secret door into the second corridor allowing creatures to pass through and avoid the iron ball.
 
Room Six
This corridor is flanked by two sets of stone statues. The first set contains a male and female human on one side and a male and female elf on the other side. The second set of statues has a male and female halfing in one side and a male and female dwarf on another. Each of the statues is wearing identical leather armour and has a hood that conceals their face. Each one holds out an oversized key of different design between their two hands.
Two other 5 foot wide corridors lead off between the two groups of statues.
 
Development
·         ► The faces of the statues are not sculpted, just the hoods around them.
·         ► The key from the elf female can be used to open the door in room XX.





Monday, 2 January 2023

#dungeon23: Let's make a megadungeon

So I will be attempting to take part in the dungeon23 event that's been buzzing around the internet for the last few weeks. Each day you draw a room or cluster of rooms and each month start a new level to create a complete mega dungeon. I'll be writing mine using the Old School Essentials rules from Necrotic Gnome and posting updates (probably weekly) and daily post on my Instagram of the sketches and room descriptions. Hopefully be this time next year I'll have a nice megadungeon to publish. 

https://www.instagram.com/p/Cm1qq6-tvtb/?igshid=YmMyMTA2M2Y=



Wednesday, 1 September 2021

Available now: Spell & Blade OSR Retainers




PCs need some help?

Need to know who is at the inn?

Spell & Blade OSR Retainers has 100 printable 1st Level characters each with full stats, a brief appearance, personality and a quirk for you to add to your OSR games and fill out the ranks of your player's party.

Please Note: These NPC may have stats slightly higher than those usually found in OSR games. This is intentional; in order to make the retainers useful to the PCs as well as reflect the characters back story and quirks certain modifications were made. The GM is of course free to alter any aspects of the cards in order to suite their own campaigns.

Contains:

15 Clerics

10 Dwarves

10 Elves

20 Fighters

10 Halflings

15 Magic-Users

20 Thieves


Available here:

https://www.drivethrurpg.com/product/254142/Spell-and-Blade-OSR-Retainers?src=newest_since

Thursday, 8 July 2021

Website Update and New Videos

Hey all. The Mesozoic press website is going having a bit of a redesign and adding art and cosplay prop commissions as well as updates on other Mesozoic Press products including the new Collected Editions Review YouTube videos the last three of which can be found below:

Spiderman by Todd McFarlane Complete Collection https://youtu.be/sOo61ft_E-0

Judge Dredd Complete Case Files 1 https://youtu.be/8hl2ByB-_2A

Avengers Epic Collection Volume 18 Heavy Metal https://youtu.be/e9YFeVNC9p0

There's More to come so please stay tuned!

Wednesday, 15 May 2019

New Ruins & Adventures out now: The Sanctuary

The newest Ruins & Adventures is out now, The Sanctuary.
Available for B/X Essentials (From Necromantic Gnome). 5e, and WOIN (from EN Publishing)

https://www.drivethrurpg.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31788/Ruins--Adventures

Friday, 1 March 2019

The 2nd in a series of sidetrek adventures has just been released on RPGNow, Ruins & Adventures, for B/X Essentials, WOIN and 5e rules sets. This release, Aldair's Arboretum is available now.
https://www.rpgnow.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31788/Ruins--Adventures

(B/X Essentials ©Necrotic Gnome, WOIN ©EN Publishing)

Thursday, 10 January 2019

Product Review: The Traveller Companion (Traveller 2nd Edition, Mongoose Publishing)

The Traveller Companion is the latest release for the 2nd edition Traveller RPG from Mongoose Publishing.
Having had the chance to go through the PDF I'll break down the contents of each chapter and discuss how useful it is to me when running my Traveller campaign.

Strap yourself in as this is going to take some time.

Introduction

A brief introduction to let us know that everything in the companion is optional, although some of the chapters contain some great stuff they should be considered almost essential to most campaigns.


Chapter One: Characteristics

The chapter opens with an expanded table for characteristics outside of the human norm, usable for large creatures or robots for when stats are needed.

Next up is new optional characteristics: Wealth, Luck, Morale, and Sanity as well as an alternative take on social standing.

Wealth (WLT): A way to keep track of credits without the nitty gritty of costing up everything but  is only recommended for personal items only and not for when the become millionaire pirates. The score determines how many credits a character has on hand with a check needed when a character want to purchase something more expensive.

Luck (LCK): Used to decide who is hit by random occurrences, can be used to increase your roll or decrease that of an opponent and can be used to determine if the character survives a major catastrophe like a starship crash.

Morale (MRL): Can be used to see if a character can overcome their fears as well as stick to a significant task long enough to be successful.

Sanity (STY): Not SAN, as in some other game of mindbending horror. Useful in games that have a supernatural element or for showing the effects of cyberware on the human mind this characteristic can be used as mental "hit points". Traumatic effects or exposure to jumpspace can reduce this characteristic, with the character driven insane when it reaches 0.

The Social Standing (SOC) section expands on what the characteristic means in societies that don;t have the same ranks of nobility as the Third Imperium. Characters can take SOC damage from smear campaigns or rumors or if the planet they are on even acknowledges their nobility.  

Out of all of these the Social Standing stuff seems the most useful/ Wealth seems to add an additional layer of complexity that may be made redundant once the PCs become millionaire pirates.  Luck checks are nice but I'd probably use the idea without the characters having it as a permanent stat and Morle seems to be good for use on battlefields or when the PCs outclass their opponents. I'm likely to give this stat to most NPCs from now on, or at least use baselines for their profession such as all security have a Morale of 10. Sanity is a good way of limiting cyberware similar to Cyberpunk 2020 or even Vampire's Humanity score. So far I've not come across a player that wants to go that far down the cyberware road.

Chapter Two: Alternate Traveller Creation

This chapter contains different way to create characters, the iron man option & solo creation, options for alternate skill selection, determining characteristics, maximum terms, as well as package based and point based creation.

Iron man brings back classic Travellers possibility of dying during character creation.
Solo creation is used for single players and gives options or connections and skill packages.
The skill selection option allows you to pick career skills rather than roll.
The alternative characteristics determination gives you different methods to roll up the character sometimes resulting in stronger than normal PCs.
Maximum terms imposes a limit a character can spend in a career
Package based creation gives you a list of backgrounds and careers and a full list of accompanying skills so all the randomness is removed topped up by skills or benefits at the end.
Point buy creation breaks character creation down to buying up stats and skills and gives a player a little more control over what they actually want from that PC.

Oddly enough, a new minor race, the Bwaps is introduced in this section with no fanfare. The little lizard guy on the cover is one of them.

All in all this chapter provides the  "official" inclusion of a lot of stuff some groups include as house rules such as picking skills rather than rolling. So far the most useful part to me has been the package creation as it has allowed me to put together some quick NPCs with only minor tweaking.

Chapter Three: Allies, Contacts, Rivals and Enemies

This chapter adds an entire sub-system to flesh out a PCs contacts etc by assigning them an affinity and enmity score that shows how much they can be relied upon or just how much they hate the PC. Another sub-system determines the contacts power and influence to see just how much they have in the universe and a list of characteristics add a few twists and modifications to the NPC so that they are unique.

This chapter will likely be used in every character creation session from now on. Very useful stuff,

Chapter Four: Pre-Career Options

Five new pre-career options to add to character creation so that university and military school are not the only ones. These include colonial upbringing, mechant academy, psionic community, school of hard knocks,  & spacer community. Each one adds skill or stat boosts similar to those in the core book.

This chapter provides another set of options that I'm likely to give to my players during their next character creations. 

Chapter Five: Additional Careers

This chapter details the Truther and Believer careers. While they are similar the Truther seems to be a leader of a religion or cult that gains followers as they progress while the Believer seems to be those followers.

Both seem to be interesting options but I was hoping for a few more careers, even if it was to represent stuff from 1e. The Believer careers would be great for religious fanatics such as those of the Shield Church of Neaumann detail in the Pirates of Drinax campaign. This makes them useful to me at least depending on how much the PCs interact with that whole organization and I can see them being a good way to detail other religions or beliefs systems found on a variety of planets.

Chapter Six: Training and Experience

This chapter presents a simple experience point system withe rewards at the end of each adventure and gained through study. The time it takes to gain skills seems longer than the standard skill improvement system but does away with the Education check so the time isn't lost. The most interesting part of this chapter is a cost for improving characteristics and I'm probably going to use that section as "improvement points" to let my players alter the stats of their characters.

Chapter Seven: Broad Skills and Specialties

This chapter addresses the Art, Profession and Science skills breaking them down into smaller specialties with a good list of professions and what they actually can be used for as a skill roll. The section then moves on to Melee skills including grapple, strike and fencing strategies.

Again some useful info in here for every game.

Chapter Eight: Alternative Play Styles

This chapter gives a few alternatives to the standard way Traveller is played. The first of these is a narrative resolution for skill and ability checks.These effectively allow the character to succeed at a number of task associated with the characteristic or skill but the biggest flaw seems to be that a particular nasty GM could just keep throwing one type of check at a group until all their successes are used up and then present them with something major they have no chance to prevail against. A careful balancing act would need to be done here to sop everyone failing near the end of each adventure. 

The next section addresses mundane tasks that aren't covered by a skill and pretty much boil down to a 2d6 check. Nothing amazing but again just a good idea finally written down.

Recognition of competence covers just how much a character knows based on their skill level and give some fairly firm info on just what a medicine/3 doctor may know.

Chapter Nine: Combat

Admittedly the first chapter I read in the book, this section presents rules for ammunition expenditure that alters shot by shot tracking to a  rules where multiple shots are fired with each attack and a weapon may run out of ammo at any time modified by its rate of fire with higher rate weapons running out of ammo quicker. 

I've actually found ammo is fairly easy to track with small arms so my players know that if they are carrying one spare magazine they will hold attacks until they have a good chance to hit. This system is obviously more random and it seems only fair that a GM would use this for NPCs too meaning the big bad guy may run out of shots half way through his big standoff. 

The next section gives several uses for Endurance. First up is Natural Resilience, which is using END as armor. The Knockout Blow rule which allows characters to be KO'd when losing their total END in a single attack. Then the Random First Blood rule damages a random stat during attacks rather then END first. The Knockout Blow rule is one I'm likely going to adopt.

Next up is an Alternative Initiative system that has all a rounds action happen simultaneously, Effects happen in order and actions may be interrupted or negated but everything happens all at once. I kind of like the step by step initiative so I'll stick with that.

The next section details Material Destruction which gives "hit points" for regular items, something that's going to be useful when your Travellers are hiding behind a brick wall while bad guys shoot at it.

The Additional Wound Effects section a quick rule for possible negative effects from sever wounds then its onto Combat Mishaps for a fumble effects table. Hit Locations comes up next with random location rolls and details on wound effects from those big hits Travellers alway seem to get.

So far all good with the Material Destruction rules probably being used the most.

The next section details Weapon Scanners and Searches and gives a very good breakdown of how to sneak weapons past security modified by their size and even goes into detail about detailed "on hand" searches and technological scans and then tells you what happens when your Travellers get caught. Again a very useful section if your players are anything like my players.

The next few chapters give a lot of world building information which I'm going to be used a lot.

Chapter Ten: Gravity and Related Effects

This chapter gives a very helpful list of different gravities that can be found while adventuring including their effects on a character, fallingm collisions, and having object fall on the character. This section made me want to add more gravity varieties in my game rather than the standard 1g.

Chapter Eleven: Atmosphere and Vacuum

The chapter does for atmosphere and vacuum what chapter ten did for gravity detailing the various pressures, breathing difficulties, decompression and exposure. Another great chapter that gets me wanting to use more diverse worlds in my game. 

Chapter Twelve: Diseases, Toxins and Chemicals

This chapter gives us poisons and agents that players may come across and their effects and  detection. It then moves onto diseases and biological effects with a list of 6 nasty diseases the GM can inflict on his players.Acids and other corrosives round out the chapter. Another chapter that is going to be used at some point.

Chapter Thirteen: Starvation and Thirst

A small chapter detailing what happens when you run out of food and water.

Chapter Fourteen: Effects of Temperature

What happens when Travellers are exposed to heat or cold environments including rules for hypothermia and heatstroke.

Chapter Fifteen: Terrain, Conditions and Movement

This chapter opens with the effects of hazardous terrain on vehicles along with mishaps that can occur. Flying through cluttered airspace is next which is great if you want to run a scene like the one in Serenity where the ship flies through a gazillion ships as well as jus dodging mountains and trees. 
Next is landing in difficult terrain, which is quickly detailed but also going to show up at some point in most peoples games. 

Chapter Sixteen: Animal Encounters

This chapter opens with a list of new animal traits before giving us a list of 28 creature from different environments. Another useful chapter to either add a bit more variety to GM creatures or just some new animals to hassle the PCs. 

Chapter Seventeen: Vehicle Damage

A single page that gives rules for making vehicles more resistant to hand held weapons.

Chapter Eighteen: Refereeing Traveller

This chapter gives the GM lots of ideas in what to include in their Traveller games, including societies, adventure themes, and encouraging heroics. This kind of chapter may not be anything new to old timer GMs but reading it still sparks a few ideas for stuff to include in adventures.

Chapter Nineteen: Interpreting UWP Data

This chapter great breakdown of what that fancy code on the Travller system maps actually mean with details on exotic, habitable, hazard and hostile worlds. It then goes into technology distribution and what the TL of a world may actually mean before going into a few ideas about fleshing the whole thing out.

Chapter Twenty: Travellermap and the Wiki

Now this was the biggest surprise in the book as both the Travellermap and the wiki aren't officially anything to do with Mongoose and cover some content that actually belong to other versions and time periods of the game. The companion warns about this right away saying that the wiki especially can be edited and may not be the official version of the world they they may use. The chapter then goes into a good overview of the various empires in the Third Imperium in a lot more detail than the core book does, and does so with accompanying pics from Travellermap.

Once we get down to world scale it talks about the system information, and the world map builder, neither of which I knew about. While I've been reluctant to use everything from either the map or wiki these tools make it seem even more useful, the only thing I wish they could add would be a full system map with travel times to the various bodies, but then I guess I'd have nothing to do to flesh out all those systems.

Chapter Twenty One: Starports and Spaceports

This is an excellent chapter. It reveals just what a class A, B<C. D. E and X starport may include along with their accompanying starports It then goes on to a table of random events that can make the port a little more unique before going on to freeports, ruins, specialist ports and trade nexuses, detailing the difference for each one. A random features table gives a list of circumstances that may effect the port temporarily so that each journey there is not always the same.

The chapter is rounded out by a discussion of starport law and defences to show just what security the place can throw at the PCs when they get into trouble there.

Chapter Twenty Two: Lawbreaking

Another great chapter abut what those Law Level codes mean and what happens when they are broken. What response is given and mentions the possibility of extradition treaties between worlds. Weapon related crime is then give a huge breakdown details the various categories of weapons and what formal training and certification may allow a character to use that weapon on a world. It then goes into how to obtain blackmarket weapons, what streetwise rolls are needed to do so and a quirks list for GMs who like to give their player not quite what they are looking for.

Chapter Twenty Three: Slower-Than-Light

A page in various version of slower-than-light travel that could be found in the game usch as using robotic or sleeper ships.

Chapter Twenty Four: The Jump Drive

Now this is one of the chapters I was most interested in wen the contents were revealed and I wasn't disappointed. The chapter goes into detail about fuel usage, the 100 diameter restriction on jump drives, a new set of tables that can make every jump a little more different and just what happens if the astrogation and jump drive check are a little low.  It then goes into a bit more detail about misjumps, what jumpspace really is and even a few variants on jump duration that may effect local regions of space, which reminds me of the Star Trek: The Next Generation episode where they discover that warp drive has been messing up space.
Two alternate jump systems are then given to make Traveller a little more like Star Trek or Star Wars should the GM wish it. 

This chapter didn't disappoint and I'm going to be throwing a lot of this stuff into my games to make jumps a little more interesting and potentially dangerous. 

Chapter Twenty Five: Travelling in Normal Space 

A lot of detail here about travel times once a ship get in system, average distances they may encounter. Good information for something that may be ignored in some games with just a narrative "you arrive at planet X" and therefore a good opportunity to add more detail to these travels. 

Chapter Twenty Six: Mine Warfare

I initially glanced over this chapter as huge space minefields have not come up in my game just yet. It goes into types of mines, how useful they are and how to evade them. I can see my players wanting to put nuclear mines around their home bases.

Chapter Twenty Seven: Gas Giant Operations

A good chapter about refuelling at gas giants, how far into the atmosphere you can go and what effects that has on the speed in which fuel is gathered. Coupled with a section about using gas giants in combat situations and this may help you try a Wrath of Khan at some point in your games.

Chapter Twenty Eight: Transponders, Registry and Mortgages

Now this is the chapter that made me decide to buy this on day one as transponders has frequently been an issue in my Drinax campaign and for just two pages it doesn't disappoint. It details the transponder setting used in the Third Imperium and how to modify them and how they are tied into ship mortgages where the place you got your ship from may be many parsecs away. Great info that will be used a lot.

Chapter Twenty Nine: Missiles and Torpedoes

Two pages are given over to missile. missile defence including two new types. More weapons are always good.

Chapter Thirty: Starship Automation

A single page on the costs of automating a vessel and the problems in doing so. Having just introduced an Aslan with an automated ship this actually proved useful.

Chapter Thirty One: Gravitic Shielding

A new type of shielding that becomes available at TL16 and improves all the way up to TL21, so not something that is going to readily available in many campaigns unless Ancients relics of something similar play a part. Only a page but I'm a little surprised by it's inclusion.

Chapter Thirty Two: Starship Weapons

Three new starship weapons are introduced here, the antimatter streamer, the plasma/fusion carronade, the hullcutter, the disintegrator, ground defence guns and a general-purpose mass driver. The ground defence guns start at TL 4 and are probably the most likely to be encountered. After the carronades at TL10 and 12 a lot of the other weapons are TL17 or so meaning once again they are the upper edge of Third Imperium tech levels and may not be of use to everyone. Three new weapon traits round out the chapter.

The index rounds out the book.

So all in all the book is a bit of a grab bag. There are a LOT of things in here that I would have loved to have seen in the core book as I've had to puzzle them out over the last few years, a lot of stuff that expands on what we've seen before in much greater detail and then it's topped off with a few chapters of stuff that just seems to be a random subject that up until now has not yet found a book to go into. All of the good stuff by far outweighs the chapters that may crop up once in a billion times so all in all I'm very happy with the companion and if a second volume were to be published I wouldn't hesitate to pick that up as well.

 Review Score: 5/5