Wednesday, September 19, 2012

Still scuppered, but here be a tune t' tap yer peg legs to!

Well, posting still be sparse, but t' tide ye over on International Talk Like A Pirate Day, here be a little ditty for ye bilge guzzlin' swabs.

Yarrrrrrr

Saturday, August 11, 2012

Augh! I've been neglecting this blog for so long!

And it'll probably continue until I can get some actual gaming going on.

'Til then, lets have a moment of science with the Aquabats


Yeah!

Friday, July 6, 2012

The Hero Project

Hey sandbox, long time no see.

Well, I've kinda been distracted by other stuff, which is modern shorthand for slacking off, mostly, but I've also been relocating from New England to my old stomping grounds in PA.

So anyway, the reason I'm delurking is to tout the VERY cool kickstarter project that my awesome bro and his partner have just sparked up.

It kinda relates to gaming, I reckon, 'cos it's called the Hero Project, and it involves super sweet action figures of world mythological heroes.

Check it out, there's a lot of cool swag in the offing if you lay down some moola. One of the items is a cool art book full of illos of their first hero, Rama from Indian mythology. I contributed one of the illos, so if you pledge at that level I'll be extra stoked.

Hero Project

Thanks!


Oh, and P.S. don't go away, I'll get around to putting some stuff up here once I get other stuff straightened out.

Sunday, April 15, 2012

Helgacon V


Whoo!

Back from another year's Helgacon! This one was bigger and better, and I'm whupped and happy, having had a tremendous time. Thanks to all my good friends who ran the games I played in or played in games I ran. A special thanks to Paul, who drags the whole thing across the finish line every year by the sweat of his own brow. You are awesome, sir!

They go by so fast, and leave you hungry for more. I'll be sporadically posting play by plays of the games I was in as time and inclination allow.

Yeah!

Sunday, March 11, 2012

Moebius


I was saddened yesterday to find out about the passing of one of the legends of fantastic art, Jean Giraud a.k.a. Moebius. His work was a tremendous influence on my own, and books of his art and comics were some of the seed stock for my library of art books back when I was still in high school. If you're not acquainted with his work, now's as good a time as any to go forth and seek it out.

So here's to a transformative artist, may the world he's moved on to be as wonderful as the worlds he'd shared with us for all these years. He will be missed, but his work will be his immortality.

Thank you, Mister Giraud. Rest in peace.

Wednesday, February 22, 2012

New Labyrinth Lord Magic Item: The Impossipotions

These strange magical potions are always found in sets of three, and are reputed to have been originally created in the lost city of Ralay Hoa, which is said to be in the unexplored territory of the barbaric tribes of Hana.

They follow the standard rules for potion onset and duration, activating upon the round they are drunk and lasting for 1d6+6 turns. Only one of these potions may be drunk by an individual at a time. If mixed they will cancel one another out.

Potion of Liquidation: Upon imbibing this oily greenish fluid, the user becomes capable of transforming into a liquid state, which can flow through any opening that water can pass through. They can flow along at a rate of 60' (20'). If they choose to remain still, they are indistinguishable from a puddle of slightly greenish tinted water. While the potion is in effect, the user can switch between states at will, and gain a Save vs. Spell in combat to avoid being struck by weapons by spontaneously liquifying. All equipment worn or carried by the user upon drinking the brew will liquify along with them, but any objects picked up or acquired while it is in effect will not. While in liquid form, the user cannot lift or move anything but the lightest, most buoyant objects.

Potion of Coiling: This thick, purplish liquid brings on a strange transformation in the user's limbs when quaffed, causing them to shorten by about 5" and become like tightly coiled steel springs. While under the potion's effect, the user may make leaps of 20' high, or 50' distance, or may move at a rapid, springing gait of 240'(80') if unencumbered. They may also extend their arms out to 50', allowing them to attack distant foes with melee weapons or punches and kicks. The fully extended arm/leg span is 100'. The user may also choose to make a constriction attack, doing 1d8 per round if they manage to successfully grab a foe with both arms. (This requires two separate melee attacks.)

Potion of Multiplication: This murky, reddish tincture allows the drinker to will up to four duplicates of themselves into existence. These doubles act in concert, commanded by a single will. Each has 1/4 the hit points of the original. If slain in combat they vanish instantly. By some strange factor in the potion's magic, in a combat situation the original is always the last to take damage or fall, unless all are subject to an area effect. Any magical devices carried by the user won't be duplicated with enchantments, and will only function as mundane versions of whatever they are. Spellcasters who drink this potion do not gain additional spell uses, but the duplicates can cast different spells from the original's daily allotment. (i.e. A 2nd. lvl wizard with 2 1st. lvl. spells could have one duplicate cast one spell and another cast the other one, using up their memorized spells for the day in a single round)

Sunday, February 19, 2012

New Labyrinth Lord Magic Item: The Bladeless Sword of Justice

Created by the Astrodukes of Fahr to stem the tide of evil, these magical weapons appear as the bronze hilt of a sword lacking a blade of any kind. If casually handled that is all it will seem to be, and it can be easily kept in a belt pouch or pocket.

When wielded with intent by a Lawful being, a blade of invisible force manifests that functions as a +2 magic weapon. Against Chaotic enemies, the blade is razor sharp and does 1d8+2 damage. Against Neutral foes, it becomes more like a blunt rod that does 1d6 damage. Against a Lawful opponent the blade will not manifest.

The length of this unseen blade is variable based on the desires of the wielder, and can be anywhere from dagger to pole arm length with no appreciable change in weight.

When the hilt is handled by a Chaotic being, there is a 20% that the blade will manifest itself, cutting or stabbing them for 1d8+2 damage.

In certain dens of evil where these weapons are known, it's possible to bluff those denizens of lesser intelligence, putting them to flight by brandishing a simple sword hilt bereft of its blade. Such is the fear that the Bladeless Sword engenders in the dire and darksome.