Melan’s Fomalhaut
Posted: April 19, 2011 Filed under: games, ideas, inspiration 2 Comments
A while back I downloaded Melan’s custom made RPG rules for his campaign on Fomalhaut (which he has shared with the world here. Thankfully for those of us in the US, it is not in the author’s native Hungarian).
zombies
Posted: April 19, 2011 Filed under: monsters 3 Comments
Zombie: (aka “zombie” or ‘zombi’)
True Zombie / ordinary zombie
No. Enc.: 2d4 (4d6)
Alignment: Chaotic
Movement: 120’ (40’)
Initiative: d4
Armor Class: 8
Hit Dice: 2
Attacks: 1 (hands)
Damage: 1d8 each
Special: Immune to cold and shock, ½ damage from blunt and pierce weapons, 50% immune to criticals
Save:
Morale: 12
Hoard Class: None
XP:
Ingredients: mortified flesh
Zombies are dead corpses animated by magic. They have no will of their own and are given instructions by their creator (usually a magic user or cleric).
Zombie, Black Mold: (aka “moldies”) 
False Zombie / Moldus Negrus
No. Enc.: 2d4 (4d6)
Alignment: Neutral
Movement: 120’ (40’)
Initiative: d4
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d6 + spores
Special: x2 damage from fire, ½ damage from blunt and pierce weapons, cold and daylight causes dormancy, spores infect prey
Save: ?
Morale: 12
Hoard Class: None
XP:
Ingredients: black mold
Black mold ‘zombies’ are not actually undead creatures and thus are not true zombies; they cannot be ‘turned’ by a cleric. They are the bodies of dead humanoids animated by a deadly black fungus that grows on flesh. The fungus has a rudimentary intelligence and will seek to infect other creatures in order to spread the colony.
Any creature coming in contact with the black mold zombie (example: being struck by a black mold zombie) or touching a patch of black mold must make a save against poison or become infected with the black mold spores. The mold will consume 1d6 points of constitution per turn after contact; when CON reaches 0, the victim will become a black mold zombie. Torches can be used to burn the mold off the victim (1d6 damage per application). Fire causes x2 damage; cold will cause no damage but will render the mold inert for 1-6 rounds. Because they have no functional internal organs, they take ½ damage from blunt and pierce weapons.
The black mold grows on leather, flesh, wood or other organic substances underground. Daylight causes it to become temporarily dormant.
Zombie, Brain-Eating: (aka “brain eaters” or “mind zombies” or “Virals”)
False Zombie / Brain Eater
No. Enc.: 2d4 (4d6)
Alignment: Neutral
Movement: 90’ (30’)
Initiative: d6
Armor Class: 8
Hit Dice: 2
Attacks: 2 (+1)
Damage: 1d6/1d6/1d6
Special: ½ damage from blunt and pierce weapons, eat brains!
Save: ?
Morale: 12
Hoard Class: None
XP:
Ingredients: Brain eating virus (saliva)
Brain eating zombies are the bodies of dead humanoids animated by a virus and cannot be turned by a cleric. Like most zombie class creatures, they are slow moving and often appear as rotting humans. Their usual tactic is to attack with 2 claws, and, if both claws succeed, they will bite for 1d6 damage. Their saliva carries the virus: anyone bitten must save or contract the virus. Failed save means the victim will gradually lose his intelligence (1-6 points per day). When INT reaches 0, they die and become a brain eater.
Anyone killed by a brain eater will have their brains devoured and will arise in 1-6 rounds as a brain eater themselves.
The best way to ‘deactivate’ a brain-eater is to strike it in the head. Criticals scored against them are always assumed to strike the head. Players may elect to strike at the head (for a -2 attack penalty) in order to score +1d6 damage.
Because they have no functional internal organs, they take ½ damage from blunt and pierce weapons.
Zombie, Headless:
True Zombie / Headless
No. Enc.: 2d4 (4d6)
Alignment: Chaotic
Movement: 120’ (40’)
Initiative: d8
Armor Class: 8
Hit Dice: 3+1
Attacks: 2 (hands)
Damage: 1d8 each
Special: Immune to cold and shock, ½ damage from blunt and pierce weapons, 50% immune to criticals
Save:
Morale: 12
Hoard Class: None
XP:
Ingredients: mortified flesh
These look like normal undead zombies (minus the head part, naturally) and tend to be more aggressive (and faster!) than their cranially equipped cousins.
Because they have no functional internal organs, zombies are immune to cold and shock and take ½ damage from blunt and pierce weapons.
They can be turned as 3 hit dice undead.
(edited to change and add pictures)
A to Z: Q is for Quasqueton
Posted: April 19, 2011 Filed under: A to Z, adventures, aldeboran 1 Comment
Q is for Quasqueton, hideout of Zelligar and Roghan. It has a mushroom garden, lots of containers with random contents, a room of magic pools, some traps and everything else a dungeon needs. One of my early experiences of D&D involved exploring Quasqueton as a player — I still remember how much we hated the magic mouths which would yell threats at us whenever we walked down the front hall, thus usually summoning wandering monsters which would attack us before we got anywhere and forcing us to return to town to replace all of our comrades who had been killed by the wandering monsters.
I completed an illustration a while ago (as of yet still unpublished) where one of the characters in the picture is drawing a map… and guess what dungeon the map resembles?
I can assure you that Quasqueton is jammed in somewhere in Aldeboran (I am not sure exactly where, but it is in there).
I also loved this adventure for the lists of characters in the back witht heir goofy names. For decades I used them as NPCs/hirelings. “Presto the Elf,” “Webberan of the Great North,” “Glom the Mighty,” “Eggo of the Holy Brotherhood” and “Philgo” have all made guest appearances in my games over the years. 
Quasqueton is also the name of a small town in Iowa (just a guess here, but I’m betting that author Mike Carr took the name for “Quasqueton the Dungeon” from “Quasqueton the Town” and not vice-versa).
zombies
Posted: April 19, 2011 Filed under: aldeboran, monsters 3 Comments
Zombie: (aka “zombie” or ‘zombi’)
True Zombie / ordinary zombie
No. Enc.: 2d4 (4d6)
Alignment: Chaotic
Movement: 120’ (40’)
Initiative: d4
Armor Class: 8
Hit Dice: 2
Attacks: 1 (hands)
Damage: 1d8 each
Special: Immune to cold and shock, ½ damage from blunt and pierce weapons, 50% immune to criticals
Save:
Morale: 12
Hoard Class: None
XP:
Ingredients: mortified flesh
Zombies are dead corpses animated by magic. They have no will of their own and are given instructions by their creator (usually a magic user or cleric).
Zombie, Black Mold: (aka “moldies”) 
False Zombie / Moldus Negrus
No. Enc.: 2d4 (4d6)
Alignment: Neutral
Movement: 120’ (40’)
Initiative: d4
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d6 + spores
Special: x2 damage from fire, ½ damage from blunt and pierce weapons, cold and daylight causes dormancy, spores infect prey
Save: ?
Morale: 12
Hoard Class: None
XP:
Ingredients: black mold
Black mold ‘zombies’ are not actually undead creatures and thus are not true zombies; they cannot be ‘turned’ by a cleric. They are the bodies of dead humanoids animated by a deadly black fungus that grows on flesh. The fungus has a rudimentary intelligence and will seek to infect other creatures in order to spread the colony.
Any creature coming in contact with the black mold zombie (example: being struck by a black mold zombie) or touching a patch of black mold must make a save against poison or become infected with the black mold spores. The mold will consume 1d6 points of constitution per turn after contact; when CON reaches 0, the victim will become a black mold zombie. Torches can be used to burn the mold off the victim (1d6 damage per application). Fire causes x2 damage; cold will cause no damage but will render the mold inert for 1-6 rounds. Because they have no functional internal organs, they take ½ damage from blunt and pierce weapons.
The black mold grows on leather, flesh, wood or other organic substances underground. Daylight causes it to become temporarily dormant.
Zombie, Brain-Eating: (aka “brain eaters” or “mind zombies” or “Virals”)
False Zombie / Brain Eater
No. Enc.: 2d4 (4d6)
Alignment: Neutral
Movement: 90’ (30’)
Initiative: d6
Armor Class: 8
Hit Dice: 2
Attacks: 2 (+1)
Damage: 1d6/1d6/1d6
Special: ½ damage from blunt and pierce weapons, eat brains!
Save: ?
Morale: 12
Hoard Class: None
XP:
Ingredients: Brain eating virus (saliva)
Brain eating zombies are the bodies of dead humanoids animated by a virus and cannot be turned by a cleric. Like most zombie class creatures, they are slow moving and often appear as rotting humans. Their usual tactic is to attack with 2 claws, and, if both claws succeed, they will bite for 1d6 damage. Their saliva carries the virus: anyone bitten must save or contract the virus. Failed save means the victim will gradually lose his intelligence (1-6 points per day). When INT reaches 0, they die and become a brain eater.
Anyone killed by a brain eater will have their brains devoured and will arise in 1-6 rounds as a brain eater themselves.
The best way to ‘deactivate’ a brain-eater is to strike it in the head. Criticals scored against them are always assumed to strike the head. Players may elect to strike at the head (for a -2 attack penalty) in order to score +1d6 damage.
Because they have no functional internal organs, they take ½ damage from blunt and pierce weapons.
Zombie, Headless:
True Zombie / Headless
No. Enc.: 2d4 (4d6)
Alignment: Chaotic
Movement: 120’ (40’)
Initiative: d8
Armor Class: 8
Hit Dice: 3+1
Attacks: 2 (hands)
Damage: 1d8 each
Special: Immune to cold and shock, ½ damage from blunt and pierce weapons, 50% immune to criticals
Save:
Morale: 12
Hoard Class: None
XP:
Ingredients: mortified flesh
These look like normal undead zombies (minus the head part, naturally) and tend to be more aggressive (and faster!) than their cranially equipped cousins.
Because they have no functional internal organs, zombies are immune to cold and shock and take ½ damage from blunt and pierce weapons.
They can be turned as 3 hit dice undead.
(edited to change and add pictures)
A to Z: P is for Priests
Posted: April 18, 2011 Filed under: A to Z, aldeboran, religion, rules Leave a comment
I’ve mentioned before that a large number of the deities for Aldeboran are stolen directly from “The Church of the Subgenius” (and thus will prevent me from ever legally publishing a ‘canon’ version of this world). Others are taken from mythology, other source books, etc., and still others have been included simply to satisfy some urge or include a reference to some other item or allow me to include an NPC or a published adventure.
For example, if I were to want to include Jacquay’s “Dark Tower” adventure, I would toss Set and Mitra into the mix. Of course, references to the Cthulhu Mythos would be scattered about so I could take advantage of Goblinoid Game’s excellent “Realms of Crawling Chaos” book. And since players who read Conan would want to say, “Crom!” I better have Crom in there as well… The more the merrier!
I’m also not above placing references to ‘real world’ religions and belief systems. I’ve considered (but not yet used) a cult of people who preach that “dragons don’t exist” because one of their holy books has a passage that could be interpreted as saying so… so if a dragon attacks the village, the priest has anyone who dares mention the “dragon problem” burned at the stake as a heretic. They have statues of four saints in their churches — one who covers his eyes, one who covers his ears, one who covers his mouth and the last one holds shut his nose… “Don’t be fooled by the heretics who would have you believe in dragons my people… the good book says they don’t exist… (blast of flame from dragons mouth hits the priest) aiiiighhhh! There are no dragons… there are no dragons…”
Ironically, if the players destroy or drive off the dragon, they will not be rewarded and will instead be deemed ‘heretics’ if they mention the deed.
One of my Aldeboran favorites is the hermaphroditic god Dormammu and his/her Sister/Brother Ummamarod. Both gods are often confused, but Dormammu is male/female and evil while Ummamarod is female/male and good.
I’d love to steal a page out of the book of Rotted Moon and/or PoleandRope and come up with custom spell lists for each god. including a ‘sleep’ type spell for priests of Hypnos, the god of sleep and dreams, for example… I did some custom ‘domain’ lists for 3e but I don’t know how that helps me (yet) since I really don’t want to DM d20/3e. As of this writing, I’m leaning towards Labyrinth Lord and/or OD&D, either with a pack of house rules.
Those who don’t know me might assume that, given the nature in which I portray religion and priests in this post that I am an atheist or a cynic or something similar. I will admit a distatse for organized religions… mostly due to how so many of the people who belong to organized religions behave, especially those who parade their faith in public (like Lynn Westmoreland from Georgia’s 8th District who wants The Ten Commandments displayed in the State Capitol even though, when Stephen Colbert asked him to name a single commandment, he failed). Didn’t Jesus have some pretty harsh words for those who made great show of the outward signs of faith without honoring the commitments in their hearts?
More Art for Sale in Etsy Store
Posted: April 18, 2011 Filed under: art, Goodman, publishing Leave a comment
Hello;
Just wanted to let everyone know I added 16 more artworks from the Dungeon Crawl Classics series of adventures to my Etsy store:
http://www.etsy.com/shop/stefanpoag
These are original drawings done by hand in india ink published in Dungeon Crawl Classics including some from Citadel of the Demon Prince, The Sunken Ziggurat, Lost Arrows of Artisimus and The Stormbringer Juggernaut. The image at right is in the store (until some lucky bugger snaps it up) and is one of my favorites. That is an image of enslaved humans, dwarves, etc., all chained to their oars in “The Stormbringer Juggernaut” adventure from a few years ago.
I originally hoped to keep all of these for my own collection, but (reluctantly) have decided to sell them because I need the money.
I’ll be adding more artworks as I scan them, catalog them, etc., so please stay tuned. I’ll be adding some color work in the future.
thanks
sbp
Atlas Shrugged; Zeus Farted
Posted: April 16, 2011 Filed under: adventures, aldeboran, philosophy 4 Comments
If you didn’t hear, the latest ‘economic determinism’ movie puff piece, “Atlas Shrugged (part 1!)” opened in a very few select movie houses last night. Perhaps the more conspiracy minded are correct and the Liberal Elite of Hollyweird have actively sought to supress the film in order to prevent the masses from seeing it and learning the truth… or perhaps it is actually just another shitty movie made by people with an axe to grind. There may be something to the conspiracy; nothing has prevented Hollywood from promoting the fuck out of a shitty movie based on a crappy book which describes the virtues of a rather shallow pool of populist philosophical posturing disguised as ‘philosophy’ or ‘religion’ or both before… Hollywood encouraged us to go see Battlefield Earth… why would they not want us to see Ayn Rand’s objectivist parable unless (GASP!) they* don’t want us to learn the truth!
Unfortunately, adherents of this pernicious ‘philosophy’ can be found on Aldeboran. In a high mountain pass in the county of (location as of yet undetermined) lies the isolated settlement known as ‘Ouray‘ or ‘Galt’s Gulch.’ The town is surrounded by a massive stone wall without gates (the inhabitants bricked up the gates of the town when they moved in, years ago).
The town was founded by Johann Galt, a philosopher and visionary who preached the gospel known as ‘Objectionism.’ Galt felt that all of the world’s ills sprang directly from ‘opportunism’ by the ‘parasite classes’ and the poor who leeched off and dragged down the true leaders and innovators and visionaries. Decades ago he attempted to secretly recruit all of the greatest inventors, visionaries and artists to join him in ‘Galt’s Gulch,’ but most of them were too busy inventing, creating and doing to join him. Having gathered, however, a sufficiently large cadre of leaders, investors and the wealthy and privileged (who made up for a lack of useful talents and skill by the zeal with which they embraced Galt’s Gnosticism), he set out to found his perfect society. Their motto is, “You will miss us when we are gone!”
Unfortunately for the Objectionists, most of the rest of the world didn’t notice their absence. Since the Objectionists recruited only the ‘cream of the crop’ for their society, there were no common workers to do things like grow food, cook meals, make clothing or do any of the other things… thus almost 90% of the supplies continue to require to be imported, placing considerable strain on the stockpiled wealth of the Galtians and causing considerable deprivation and misery. The less ideologically consistent members who questioned the vision of Galt or suggested that the town charter be adjusted to allow some good cooks or gardeners in were tossed off a high precipice to fall screaming to the rocks below. Since the time of this ‘Great Purification,’ no one questions Galt’s pronouncements and all loudly declare with nervous sideways glances that they are quite happy in their mountain “paradise.” A few enterprising merchants still bring mule trains of food, clothing, firewood and other necessities to the village where the Objectionists lower baskets filled with coin from the high walls by ropes in exchange… but the proportion of copper to silver and gold in the baskets has been growing greater as the stored wealth of the elites is continually depleted, so the merchants are less eager and visit less often, leading to a certain ragged, hollow-eyed desperation on the part of the Galtists.
*If you are an objectivist, they=anyone who isn’t an objectivist. If you are Mel Gibson and you have been drinking, they=Jewish Hollywood Elite. If you are Mel Gibson and you are sober, then some of your best friends are Jewish. If you are a card carrying liberal, then you are a part of the problem.
A History of Big Heads
Posted: April 16, 2011 Filed under: monsters 4 CommentsMy recent post on Oom Ambar and The Lords of Oom got me thinking on big-headed humans in general. I’ve always been somewhat interested in/creeped out by the big head aliens that permeate popular culture… and I find it interesting and curious that most people find babies so cute (babies have, proportionally speaking, really big heads) but ‘big brain aliens’ and hydrocephalics scary or horrifying. And don’t get me started on the whole folklore thing were people were those giant head masks to represent different mythical figures during Brazillian/European Carnivals or Chinese New Year(I’m gratified to learn that a lot of folklorists refer to such traditional costumes as “big heads”).
“This Island Earth” is an old movie… and I’ve never seen it… but have seen this alien costume reproduced so often… always liked it. Especially those wierd shoulders and long crab-pincer claws.
I’m a little to young to remember “Mars Attacks” when it was first issued by the card company (was it Topps?) in the 50s or 60s, but have always admired the art. Truly fiendish bigheads with laser guns. Tim Burton’s movie was also a lot of fun.
“Invasion of the Saucer Men” is another old movie with big-heads that I admired from reproductions and pictures in magazines like Fangoria that I saw while growing up… but I never saw the movie itself.
Dan Dare’s nemesis, “The Mekon.” I first learned of this Mekon through exposure to another sort of Mekon. The Mekon gets extra points for the little floating chair he rides around in.
Big Heads from Star Trek. I mentioned the general ‘big-head’ theory about the future in my previous post — in the 1970s when I was just a shaver, it was common for people to speculate that as humans continued to use their minds more and more and their bodies less and less (because we would have machines to do all of the work), our bodies would shrivel and our brains would grow. Come to think of it, Close Encounters (1977) had the big head people in it too. In addition to the movie, I remember having a ‘Close Encounters’ comic book back in 1977 or so…
This mask just looks good. I especially like the little antennae on top.
Bighead or grey — now a staple of science fiction, conspiracy theory, alient autopsy videos, etc.
I previously wrote about my time in an industrial noise band that ended badly (at least for me).
Think of the CHILDREN!
Posted: April 16, 2011 Filed under: books, politics 6 Comments
And Tango Makes Three, a children’s book about two male emperor penguins who adopt a penguin chick (based on a true story) is #1 on the list of “most challenged” books for 2010 kept by the American Library Association (also known as the ALA).
A to Z: O is for Oom Ambar in Thule
Posted: April 16, 2011 Filed under: A to Z, adventures, aldeboran 2 CommentsToday is brought to you by the letter O. (unfortunately, today is REALLY the 7th and I am writing this ahead of time and will probably get confused, but there you have it). O is the first letter of “Oom Ambar” (sometimes spelled “Oom Ambarr”; I am notoriously inconsistent in my Aldeboran notes). Oom Ambar (however I spell it) is in Thule. If you have been keeping up with my Aldeboran geography posts, you may know that Thule is east of The Vales, Eord, The Sinking lands, etc. Or you may not know that because I may not have mentioned it. First a word about my process (or lack of) in creating Aldeboran. I have a binder with a lot of paper jammed in it. Every once in a while I get an idea (often by sketching) which I then hopefully remember to jam into my binder (a lot of them are also just floating around my place getting stepped on and wrinkled or are here and there in various sketch and notebooks). The binder is really pretty full so I am going to half to figure something out eventually. That’s really it. Some things are more detailed than others. So here is a map of Thule and Ghent and part of Velar. Velar is one of those places about which ‘not much is known’ mostly because I haven’t made anything up yet.
Thule’s inhabitants are (primarily) of 4 castes (each caste being mostly segregated by race, although humans occupy 2 of the castes). At the top are “The Lords of Oom.” There are very few Lords of Oom and they dwell in an underground city deep beneath their capital of Oom Ambar. They almost never visit the surface (most common Thulians have never seen a Lord) and are physically weak but capable of all sorts of miracles through their psychic powers (and possibly the use of ancient technological artifacts). They consider all other Thulians to be no more than cattle (although they might place The Priests in ‘useful trained dog’ category). The priests look like “Humans from the distant future” as envisioned by the authors of one of the pamphlets that they had in the SRA in my grade school.* Below the Lords are the priests of Oom. These are selected from the general population at birth if they have certain talents of the mind that make them useful in carrying out the wishes of the Lords of Oom on the surface. They can hear and communicate with the Lords of Oom via thought. Although physically weak (their mind disciplines and the drugs they take to increase their psychic abilities take a toll), they are a bit more durable than the Lords themselves. Guards and other commoners with special talents are frequently ‘honorary’ members of this caste because of their usefulness to the Priests in carrying out the wishes of The Lords. At the bottom of the caste system is ‘everyone else.’ Most Thulians live in virtual slavery and any individual who shows any sign of talent or ambition is either destroyed or recruited intot the priesthood, the guards, etc. A caste by themselves are The Moorlocks. These creatures dwell in the tunnels beneath the city and are permitted to feed on the general population to keep their numbers in check and maintain the proper state of fear that makes the general population so compliant.
Oom Ambar is the capital located in the caldera of an extinct volcano. A single maze-like tunnel (as well as some secret and dangerous trails over the lip of the caldera) give access to the city inside.
From my sketch of the entrance tunnel, it appears that the gate to the maze is guarded by a golem with what looks like a big dick… but, not to worry, it is just a loin cloth.
*”SRA” was a learning tool for US kids in the 1970s. It was a big box of little color coded booklets where you selected a booklet, read it and answered ‘comprehension’ questions at the end. If you got a certain number right, you were allowed to check that one off your list and read another from the same color. Once you finished all the pamphlets of the same color, you were allowed to graduate to a different, more difficult color. The essays were usually about history or common knowledge — I remember an SRA about “The Cardiff Giant” fondly. One of them was about “The people of the future” whom, the SRA author said, would have machines to do all their work for them so they would have gigantic heads and little shriveled bodies… just like H.G. Well’s story of The Time Machine. This blogger can tell you more about SRAs.