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Recent posts by
Zohar:
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Crystal Frasier wrote:
Zohar wrote:
Wait a second, Goblins don't write. Everyone knows if you write the words get stolen from your brain and you can't get them back.
*sigh*
Now you know my shameful, shameful past. I've been expelled by my noble tribe and forced to dwell among the smelly, ugly, primitive humans... who are also smelly, ugly, and primitive. My natural gift to write without losing the words in my head has made me an exile.
Did I mention the humans are ugly, and smelly, and primitive? Because they totally are!
Well then, that's okay then. :) Just don't start dual wielding scimitars and acquire a panther animal companion.
Either way, awesome blog, and a good illustration. :)
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Thanks Set, that will go extremely well with the Libris Mortis stuff in the next session.
The group is currently rummaging through an Umbrella Research Facility. The building is in ruins and parts of it are on fire, a large hole in the wall of the building provides access. They went in and started snooping around finding out that a sample of the T-Virus is in the lowest section of the facility. (Unknown to them the whole and destruction of the facility was caused by the now escaped Tyrant) The building still has some power, so they were able to access the computer and get a small glimpse as to what Umbrella was working on. They will need to get access cards from two rooms on lower floors.
I think what I will do with the first floor they have to go to will give them some time to tinker with the computer, then a little while later give them some Listen checks. The elevator will ding but not open. (Caused by a Licker tripping the signal for the arrival of the elevator, which is stuck on the bottom floor.) They can open it and get a tongue lashing, or not and the Licker will ambush them when they come up. Moments later however a swarm of zombies will be coming up from the lower levels. (Which is what the listen check will actually be for, hearing the zombies climing hte fire exit stairwell.)
The lower levels will house the different adjusted zombies that Umbrella was doing testing on. They will get some notes on the Tyrant but not any real crunchy data on it. I have a CIA agent(PC1) thats going to be trying to steal research notes and remove any information of the governments involvement. I also have a double agent, an Umbrella agent posing as an FBI agent (PC2) who is trying to frame the government with evidence suggesting the government strongarmed umbrella into developing and weaponizing the virus. PC3 and 4 are just regular folks, so Im not sure how they will react to these events. They are the ones currently holding the Harddrive that has the evidence so far.
It will be interesting to see how this plays out. :3
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The stage of his bite wound will be this:
Part1: Nasty Bite, bleeds more then it should. Make a point to the others that the surrounding tissue looks a bit odd.
Part2: Develops a mild fever. (By now he's bandaged up the wound, hopefully) Make a point to the others that he doesn't seem to be feeling well and his movements have slowed (from the Dex dmg of the Filth Fever)
Part3: Fever lessens. Point out that the bandages must be changed. When they are point out the sickly muckus surrounding the wound. (This would be just normal for recently bandaged wounds, just described in a bad light) I have to make sure the others see this.
Part4: He starts to feel better, with his newly wrapped bandages. Before too long though he feels a searing pain in his arm.
As for him I think he'll be a bit more reckless judging from how he has reacted in the past to his characters when he feels he gets bored of them. He'll probably assume hes infected and put himself in more danger to get the character killed so he can move on to a new character. I think it'll be amusing that if he does get himself killed he'll have done so with only Filth Fever and not Zombification. If he manages to stay alive, he'll just turn into one.
The advice to put bogus info in my notebook is priceless. I will have to try that to see if he tries it again.
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Goblin Witchlord wrote:
I also like the fast, intelligent (but maniacal and crazy) skeletons and zombies from "Army of Darkness" and "Return of the Living Dead".
"Send... more... paramedics..."!
Also, the animated deer trophies and stuffed animals in "Evil Dead" and "RotLD" were great. They could be interesting encounters, if not necessarily frightening combatants.
There are some good monsters in "Brain Dead", too, especially the slithering puddle of undead intestines.
Yeah I plan on having some 'smart' zombies that will use small arms and simple tactics like flanking or not falling for some obvious traps that the players may put up or chase them into dead ends.
Goblin Witchlord wrote:
Ghouls are a lot closer to film zombies than creatures equipped with the zombie template. I think Malhavoc Press put out a PDF of a ghoul template a while back, that had some ghoul fever rules.
Be wary of low-level monsters with the equivalent of a death attack: zombie-itis should be removable with a remove disease or remove curse. I've thought that the best way to handle it is if the zombies have a normal slam attack, and a bite attack that they can only use with a grapple check. That's a lot easier to handle for a low-level party than a simple bite attack, and more cinematic: there are lots of scenes in "Dawn of the Dead" of people wrestling with zombies, trying not to get bit.
Yeah I will have them do a grapple check first before they can bite. They will ocassionally jump out of no where and initiate this sometimes. Got to get in a good scare. The DC will be moderately difficult to avoid being infected. But not impossible, but there will be no known cure that the players are aware of. I want to stick to the no cure for zombie infection.
Goblin Witchlord wrote:
Survival horror should be difficult at low-level, since parties can go through their resources so quickly, but fireballs make zombie swarms too easy. It may be better to plan out a couple of cinematic encounters and chase scenes (rescuing the chapel, barricading the stairs, escaping through the roof) rather than having the party slog through a bunch of combat encounters out in the open where they'll get cut down one by one.
Some time ago, I spent some time wathing "Night of the Living Dead" and "Shaun of the Dead" to map the layout of the old farmhouse and the Winchester onto a 5-foot scale. I'll have to convert that to digital sometime.
Yeah they will be level 5 when this starts and I am using NPC classes instead of the normal pc classes to begin with to represent them being everyday folks in an extraordinary situation.
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I do have some stuff but not all.
Working on vehicles right now D:
First up is the Helicopter, then I got to work on the SWAT APC that the cops are hiding and planning to use for their escape (Just in case the Players find it and try to steal it) Then random car/truck/van. Also will need specs for National Guard Humvees.
I have:
Small Arms:
Semi Auto Pistols (Standard 9mms)
Burst Pistols (Custom 9mms)
Single Pistols (Magnums, .50 cals, Revovlers)
Semi-Auto Shotguns
Double Barrelled Shotguns
Hunting Rifle (Sniper Rifle)
Sub-Machine Gun
M4A1 Assault Rifle
Heavy Weapons:
Flame Thrower
Grenade Launcher (Explosive/Incendiary Rounds)
Rocket Launcher
I also have some Armor/Equipment/Tools:
Armor
Leather Vest Light Armor
Tactical Vest Light Armor
Kevlar Armor and Helmet Medium Armor
Hazardous Material Suit Medium Armor
Riot Gear: Shield/Helmet/Body Armor Heavy Armor
Equipment
Backback
Messenger Bag
Tool Belt
Utility Belt
Bandolier
Gas Mask
Nightvision Goggles
Tools
Batteries
Flash Light
Nylon Rope
First Aid Kit
Adrenaline (gives a good amount of Temp Hitpoints that last short time)
Pain Killers (Gives small amount of Temp Hitpoints for a few hours)
Bat
Fire Axe
Portable Fire Extinguisher
Propane Tank
Molotov
Food
Water
Sleeping Bag
First Aid Spray (Heals as Cure critical)
Green Herbs (Cure Moderate)
Red Herbs (Changes Green to Cure Critical)
Blue Herbs (Cures Lesser Restoration/Anti poison)
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Thank you everyone for all of your suggestions. :)
I really like the Jeepers Creepers, but the Huge Crow stays. It's a special encounter in case the players attempt to flee in a News Helicopter thats been abandoned at a helipad on News Building. It will be priceless to see them fight through a horde of zombies that have taken up residence there and take off, thinking their home free. Then CRAW! CRAW! A Huge Crow shreiks at them as it attempts to assert its aerial superiority and wings them. It'll be amazing.
However I think I will use the Jeepers Creepers flying zombies, incase they attempt to stick to rooftops too often. lol I also like the Hard to Kill mechanic. I think I will use that ocassionally. It will keep them on their toes.
As for the mood of the city this is what I have worked out so far.
The City has suffered a devastating biological disaster, intially there were scattered reports of murders throughout the city, then it quickly escalated to mass murders. The police were unable to respond to such a widespread disaster and the national guard were quickly called in. Soon the reports stated that the dead were walking and were hungry for live flesh! At this point the National Guard had initiated a citywide evacuation. However the amassing of people to be evacuated proved too delicious a target for the increasing zombie swarm. They swarmed the long evacuation lines and it quickly became impossible to identify zombies from the living in all of the madness that insued. The national guard barricaded one bridge after eliminating ALL possible threats on the bridge and destroyed the other bridges out of the city. The cities exits were all blocked off and heavily guarded to keep the infected in, and 6 days later planes flew above the city dropped leaflets detailing the plans to any living civilians left in the city. In 28 days the National Guard will stage a second evactuation, hoping that the zombies will starve themselves to death. Supplies of food and water will be periodically dropped into the guarantine zone to give any survivors a fighting chance. An extraction point is mapped out on the leaflets, and on the 28th day an alarm will be sounded when the evacuation will begin. After the operation is concluded bombing will begin if the infected still pose a large threat.
The city itself is a warzone bodies litter the ground. The streets run red from the massacre of thousands. Stores, cars and buildings are in shambles from looters, and the desperate trying to survive. With no power and no water the city itself is stagnant and near death, some buildings are still running but are on backup generators. Their are other survivors but not all are helpful. Street gangs protecting their turf patrol their neighborhoods attempting to fightback. Small militia lead by a deranged old man is intent on defending their city have stayed and roam the city killing anything and everything that isn't one of them. Some police have held their ground in the City police department and are holding their ground and trying their best to help any survivors.
I have many of the different locations of the city mapped out and lots of detail at each to set the mood. (Using a map of Raccoon City as the city itself)
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I'm using the Resident Evil D20 rules that Zeta Kai posted in Giant in the Playground forums. They were extremely helpful in setting up a small zombie apocalypse adventure for my players.
However My players as well as I are all Zombie film/game buffs. I know they will not meta-game as they are mostly all mature players and will do their roleplaying well. They've seen it all however, and that brings me to what I would like some help with.
I know scaring them will be difficult, but I want to focus on surprising them.
This is what I have so far:
Common Types:
Slow Zombies (Night of the living Dead, RE1/2/3)
Fast Zombies (28 Days Later, Dawn of the Dead, RE4)
Smart Zombies (RE4can use doors,ladders,simple weapons)
Dog Zombies (RE series)
Crow Zombies (Re series)
Uncommon Types:
Lickers (Wall climbing, tongue lashing RE1-5)
Hunters (Leaping, Clawing RE1-2-3)
Tank (Tough and Strong, Left 4 Dead)
Boomer (Attracts other zombies with its vomit, Left 4 Dead)
Bosses:
Tyrant (RE series)
Giant Crow Zombie (Huge Sized crow) Made this one for an aerial battle
What I would like are some suggestions on other types of zombies that others may have. Don't need to stat them up, but you can if you feel so inclined. They are in an urban environment but there is a zoo, so other types of animal zombies are welcome.
I'm working on a shambling corpse gatherer that spews out the foul digested remains of victims and other dead zombies that it has fed on. Unlike the boomer this will not attract other zombies, it will just sicken/nauseate the players and deal a little bit of acid damage.
Description:
The Spitter, is a humanoid zombie that appears to have an elongated jawline that seems rubbery and disjointed and has a large pulsating pear shaped sack growing out of its back. The sack pulsates as it digests the remains of its victims or fallen zombies it has fed on. The Spitter emits a nauseating aroma of decaying flesh and bodifly fluids. When provoked the Spitter will unleash it's stored fluids in an explosive strem of acidic bile to stun new victims, after it has subdued them it will eat them and whatever it expelled.
Many thanks for any assistance provided. :)
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Erik Mona wrote:
Zuxius wrote:
So, aaah, it must be rock and roll eh?
Absolutely not.
Just no lame fantasy movie soundtrack crap.
Well how about a song from a videogame soundtrack?
I won't be able to attend so I can't participate but this is absolutely my most favorite kick ass song ever created (So far). Give it a try. :D Let me know what you think.
Link: www.youtube.com/watch?v=SQsWpcwvmI0
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I've only run APs, and I'm trying my hand at an original campaign. I'm working on the various "bosses" the party will face throughout the campaign.
But I'm having trouble with them, probably me confusing myself but I was wondering if someone could either explain how to make a boss fight challenging but not impossible.
My problem lies with the fights were the group is expected to battle a spellcaster by himself.
4 Level 5 PCs against a single NPC Wizard boss. A Level 5 Wizard really isnt the same as a CR 5 Monster.
Thanks in advance for any assistance.
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Skester wrote:
One of my guys came up with this. I'm not to sure to allow it. Am I misreading the rules, or is it "possible"
Holy Symbol of Curing.
Use-activated spell (so it takes a standard action) - Cure Light
Wounds, cast at level 1. 2000gp
No body slot affinity. x2
So for 4000 gold, you basically have an unlimited wand of cure light wounds.
Skester
I did something like this. It didn't unbalance things. And as we went up in levels it became less and less used. I got the idea from 8-Bit Theatre.
Healing Shiv (Silver Dagger)
1d4-1 Damage +1d6 Positive Energy
I gave it to them as a reward when they were around level 3.
It was useful for when they were moderately beat up and needed to recover. They never used it during combat since it could go either way. And they did their best to avoid using it on seriously injured people.
And it was fun to see them talk to one another to figure out whom would be stabbing whom. And also to see interesting reactions from any NPCs that see them stabbing themselves.
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Troy Pacelli wrote:
First, I just have to ask - and please don't take this the wrong way - if you are a player and you don't want to read spoilers, why are at this board? I don't just mean you - there's a lot of people. I mean, even the subject lines are spoilers, dude!
I'm not reading them. As for the topics being spoilers themselves I'm ignoring them.
Troy Pacelli wrote:
Then, you ask a question that can only ilicit a spoiler as an answer - buff the ship or bring a fleet.
I was asking more from a logistical point of view. I should have been more clear. Because having 4 ships although nice would be a huge investment. I didn't mean story wise as in which should we take to have better chance at success. I doubt we'll buy the ships themselves. Mostly just supplies. We'll probably take any other ships by force.
Troy Pacelli wrote:
So, to honor the spirit of your request, I won't answer your questions directly, but rather give you some food for thought. First, do you have enough coinage to purchase another ship? Don't forget supplies for your own ship and every other ship in your "fleet." I mean, are the PCs financing the ship or someone else? If it's someone else, the whole question might be out of your hands.
As above IF we do 'confiscate' any more ships. The ship itself wont be bought but the supplies would have to be purchased by the PCs.
Troy Pacelli wrote:
Still, the advice given already is good for any situation - whenever possible, buff your own character first, then the party, then your ship, then think about other ships.
Are your ships armed? One well armed ship is better than a bunch of unarmed ships. On the other hand, you can't carry a balista around with you when you leave the ship.
Good luck and enjoy the trip!
Thanks for the advice. And the ship we captured was armed. The Sea Wolf was not however. But we're planning on outfitting it.
Assuming of course nothing happens to it. lol I didn't know changing a ships name was bad luck. I should look into old seaman superstitions. I knew about albatrosses (Thank you Firefly).
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First off I'm a player in STAP so no spoilers please!
The other PCs and I are wondering what to name a newly captured ship, and we're wondering if we should buy more ships to have a little fleet going.
We currently have 2. One that we sort of comandeered and one that we won during a pirate attack at sea.
One is the Sea Wolf (It was called the Sea Wyvern) at first.
The other didn't have a name. It's been given the name Purity of Rage.
We don't really have a group name either. Our group consists of a Wanna-be Demon, A Rogue, A Demonic looking Monk, and myself a Scorpion Clan Samurai (Basically an Assassin)
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Kabuki from Kabuki (comic) By David Mack
Dizzy Cordova from 100 Bullets (comic) by Brian Azzarello and Eduardo Risso
Kei Nagase from Ace Combat 5
Tifa Lockheart from Final Fantasy 7
Samus Aran from Metroid Series
Lots more though. Generally wise all of these ladies are strong and independent. All easy on the eyes aswell, but that's more of afterthought really.
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Attempting to refine the idea I originally had:
Spell Shaping Points
You gain points based on your Caster Level. There are magic items and such to improve that so that could satiate anyone wanting to maximize their potential in the usage of metamagic.
Example, based on their slots so that its easier to convert:
Empower: 2 Points
Enlarge: 1 Points
Extended: 1 Points
Heighten: Varies, 1 Points per Spell Level Increase
Maximize: 3 Points Prereq: 9th level caster
Quicken: 4 Points Prereq: 12th level caster
Silent: 1 Points
Still: 1 Points
Widen: 3 Points
This way the power is cut down a bit from the original post aswell as making it easier to convert over instead of tripling the particular point/slot.
And for further usage as some of us like to rely on different kinds of metamagic: Note: These would be Bonus Feats to Sorcerors at 6th, 10th, and 12th levels. (The limitation on Sorcerors having to take a full round action being dropped to improve this even more.)
Spell Shaper
Prereq: 5th level Caster
+2 Spell Shaper Points
Greater Spell Shaper
Prereq: 9th level Caster, Spell Shaper
+4 Spell Shaper Points
Master Spell Shaper
Prereq: 12th level Caster, Spell Shaper, Greater Spell Shaper
+6 Spell Shaper Points
This way a Sorceror would put its fluff ability of using its own will to cast spells to augment their spells in a meaningful way without being penalized. Aswell as Wizards benefiting from using their spells without having to have them prepared before hand. The Sorceror would just have a slight edge to start with.
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