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  1. - Top - End - #151
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Arborea:

    Blurb: Incredible tourist trade. Ossa was terraformed into a resort planet.

    Physical conditions: Binary star system, the prime is... Ok, bad editing and stupid naming combo here. Stars are 'Rah' and 'Risa' and get used in place of each other at least once. I think, ignoring the names, that prime is a large hot white star and the secondary is a small cool orange star that used to be a gas giant. Evidence that the secondary was lit up ala 2010 movie by the syrne.

    Three planets. Middle planet is Ossa and the terraformed paradise resort. Inner planet is off limits to all but native elves and specifically invited guests, on pain of "make you sorry you were born". It's Endor with all the fauna replaced by dire Earth-type animals, dire wolves, dire trout, dire hummingbirds, dire ants, dire elephants, etc. Third planet is constant dust storms, thin air, and a strict quarantine. There's a secure settlement with high secrecy, rumor connects it with the failed terraforming project for that planet. Everything else is fancied up, colorful nebulas, nice gas giant, pretty moons.

    Inhabitants: Elves descended from eldarin. Also lots of nature spirits and elementals. Apparently there are lots of parties on the second planet just to keep the fairies placated and not constantly pranking the tourists with gravity grenades or something.

    Locations:

    Realm of corellion: Somewhere generally on the first planet there's a god wanking around. Because it's the god of being more awesome than you it's considered bad luck to praise anyone's skill at anything lest the god pops in and shows everyone up. That sort of crap gets old. For some reason corellion never leaves the planet.

    Aumaan: Hidden military facility on the third planet. Built around a massive syrne ruin containing guns, ammo, lost tech, and piles of a super rare ore that has psychoactive properties and is used on warp portal construction. Which ore is apparently being used to build massive humanoid war machines for no good reason. Great, WH40k titans built out of an unobtanium plot device metal.

    Gilded hall: Super pretty tourist trap on the middle planet that some people are unable to leave because it's too pretty.

    Tribe of tribes: Secret society of werewolves meeting spot. Apparently everyone on the planet knows about the secret society, meaning it's probably more like an invitation only club that doesn't get talked about much and has an unlisted phone number. Inducts new werewolves and settles disputes. Sounds like the leader is mostly too busy keeping the bloodshed to a minimum to really accomplish anything.

    Master weather control: Team of thousands, controls weather on second planet, leader is bored... And absolutely no mention of where it is. Orbiting space station? Lunar base? Underground bunker? Giant skyscraper? Magic hut in the umbra? N-dimensional space in a portable hole stuffed behind the sink?

    Adventure seeds: Anyone remember A Midsummer Night's Dream? Shakespeare? Apparently that bloody flower grows on Ossa. Except it doesn't need nectar dripping in anyone's eyes, just smelling the pollen will do. Heck of an allergic reaction to trigger. Fountain of youth & health on the first planet nut it moves around in annoying ways. Elves are experimenting with BTL (BetterThanLife: direct neural induction pleasure simulations) on some tourists and now they're falling over dead when they wake up. Just a few thousand tourists, no biggie. Unknown pirates using giant flying humanoid war machines start raiding nearby spheres.

    Summary: What an annoying place. I mean, I could run stuff there but you're basically stuck with xenophobe elfy Endor land having a wandering jerk god and a werewolf club, shenanigans in a nice tourist trap, and a pathetic dustball planet with one interesting spot that's full of shoot-to-kill military troops. Mind, I think a clever player could abuse Corellion as long as you didn't do it too often. "Gosh, you're so amazingly awesome at disemboweling yourself! You're, like, the most skilled person at self-gutting with a chainsword ever!" Although come to think of it gods aren't exactly stupid so you may get unexpected results depending on it's sense of humor... I wonder how many Cory spawned demi-gods are wandering around as the result of random 'a good time was had by all' comments. Ok, that could by a funny (mature audience only) adventure. Infiltrate the first planet and collect 'god-pollen' without unintended side effects.
    Last edited by Telok; 2020-10-29 at 12:13 AM. Reason: Spelling

  2. - Top - End - #152
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Arcadia:

    Blurb: Breadbasket of the wheel, two massively terraformed farm worlds, event the seas are redesigned for food production.

    Physical conditions: Predictable. Predictable orbits, weather, sun, normal physics, people, wildlife. All nice and normal. Really, it is. Ignore the guy behind the curtain. Also there's no problems as long as you fit in and obey all the rules. All the rules. The planetary militia apparently enforces everything, including those 'keep off the grass' and 'no spitting' signs, quickly and harshly. They're much more iron fist than velvet glove. Also sorcery is frowned upon. It sounds like it's the 'shoot first and don't bother asking questions' kind of frowned upon too.

    Depending on who you ask there are, or were, three planets. There are definitely at least two. The locals say that the still hot & unsettled debris field in the third orbit is natural and has always been there. They apparently believe it too. The militia ships are there to keep people safe, by shooting anyone going within several light-seconds of the hot radioactive mess. Besides, the other two planets are flat, calm, and happy. Much more interesting than rumors of massively screwed up mind control sorcerery.

    Inhabitants: Pretty much all species, including halfings and assimar. All happy & working together. Even the livestock is happy to line up on it's own accord to be slaughtered.

    Locations:

    Abellio: Freaking cue-ball farm planet. Apparently the total height difference across the whole planet is less than 100m above sea level. And it's all a perfectly orderly farm (oceans included).

    Buxenus: Like Abellio but with really restricted access. You either get an invite or a red tape runaround if you want to visit. The militia HQ is there and, supposedly, re-education camps.

    Great mirror: A great mucking multi-thousand km diameter frame with reflective panels. It basically eliminated night on Abellio to increase crop yields.

    Nemausus: An interdicted and sorcery tainted debris cloud. The locals and their records maintain it's always been that way. Other people's records show a small trading depot planet as recently as 200 years ago. The militias give a single warning before they start shooting. Frankly even dirt-side on the other planets I'd expect it a warning go something like: "Hey you! <blam> Cease and <blam><blam> desist! <blam> Stop <blam> and surr-<blam>-ender! <blam><blam><blam><blam><blam>".

    Adventures: It's too regular and people & animals kind of seem to act like logic gates at times, obviously the milita stops anyone trying to observe or study this behavior. The destruction of the third planet may not have been an accident, but because they discovered sleeping modrons there. The second planer is so off-limits because they grow medicinal herbs there, like mind-control type medicinal herbs. Rumors that once a season there's a wild festival where they sacrifice to the gods, stuff like people who don't manage to fit in.

    Summary: The PCs will never willingly go there, you'll have to lure them in or send them on a mission. Your players will have no qualms about blasting the milita & leadership (of which nothing was said anyways). Collateral damage like a complete breakdown of leaderless society, leading to complete breakdown of the totally managed ecosystems, leading to starvation and famine in six to nine months and the cessation of exports from the largest food producer in the galaxy... Well, the likely hood of collateral damage is pretty high. See now, that big honking mirror around the first planet can make some minor adjustments to act like a magnifying glass. Or a laser lens. It reflects sufficient light to mitigate nighttime across an entire planet. If it focuses all that on a point in space that a spelljammer will be passing through, then said spelljammer is soon a rapidly expanding cloud of hot plasma. And light moves faster than spelljammers. There's an XKCD about how many laser pointers on Earth it would take to make the Moon brighter if you want a feel for the amount of energy involved. Actually thinking of the orbital mechanics involved I don't think you can get away with less than 2 orbital mirrors unless you use a truly horrendously big mirror at the planetary L2 Lagrange point, and that might not work if there are any moons involved.

    Well that was short. Do another.

    Acheron:

    Blurb: Ork empire, eternal warfare, people bring in weapons to sell.

    Physical conditions: 10x larger than average crystal spheres, "airy void" instead of vacuum, gets colder further towards the center, no sun just a source less diffuse dim light not quite bright enough to read by. Thousands of "worlds" being iron cubes dozens of km across, gravity is perpendicular to the surfaces. Orks on all of them, all fighting. Orks smart enough to be leaders usually leave the sphere for more challenging fights. Deeper towards the center the blocks become an iron-like stone and are pocked with kilometer deep pits that have scraps of stuff, like spelljamming ships lost in the warp, at the bottom that are turning into more of the iron-like stone. There are fewer orks on those, mostly looking for weapons that haven't turned to stone yet to fix up and use.

    The cubes tend to collide a lot, leaving km deep/long dents and scratches. Some cubes have caverns and tunnels that house what passes for civilization in the sphere. Edible fungi grow down there, water comes from ice and sleet melting off the surface (apparently the cubes are warmer than the surrounding space, probably from the kinetic energy from the collisions). For funsies time on a cube stops when it's not colliding with another cube. I don't even want to get into the long term implications of that one.

    Inhabitants: Orks. Occasional suicidal fight-guys of other species waiting to die. I guess probably weapons dealers too.

    Locations:

    Istv...something something, the moving fortress: Made form iron and orks. Apparently if you bolt enough orks to something the size of a castle it can move. Leader is Graz-something the Wise, anyone can join his gang but he might decide you are best at carrying heavy stuff. Currently trying to build a spaceship and will probably lead the next whauuuugh out of the sphere.

    Hammergrim: A grim fortified... place somewhere in the sphere, built by grim squats, to grimly fight orks. They make really good blades though, if somewhat grimly. There's a Court of Memory where all the previous ruling squats hang around as ghosts and possess the current ruler who will eventually go insane and then die and join them. that's got some squick implications in it. The current leader doesn't seem to enjoy this.

    Mines of Marsellin: Seems to be one of those deeper cubes with the pits of stuff. This one apparently has better stuff that is in the process of turning into iron-stone-stuff. Run by an ancient rust colored dragon named Coirosis, hates claim jumpers and thieves. It will let you buy a deed to do some mining/scavenging. So we have some miners here too.

    Tinibulus: Deeper in it becomes house size geometric shapes of volcanic-type rocks. Much denser though, like a Star Wars asteroid belt.

    Ocanthus: Further in it's razor shards of black ice from cm to km in size. Tales of critters made entirely of sharp edges, people who have survived going further and come back are all insane.

    Adventures: A lost indestructible syrne super-spaceship from thousands of years ago has turned up floating around in the sphere, possibly with survivors, lost tech, warp critters, and the orks (ok, everyone, but the orks are closest) want it. Maybe the cubes are a syrne ork farm meant to provide cannon fodder, what happens if someone finds out how to turn it back on to full production? The squat leader wants to stay sane but blasting the ghosts is taboo, hire some mercs (PCs) to find a solution, throw them under the bus if they're caught. There's an sun sized ice ocean/ball/thingy in the middle past the razor ice, maybe it's a prison for something, maybe the ice razors mean it's breaking out.

    Summary: I can totally see PCs going here to recruit orks as followers. You can also lure them in with rumors of super-weapons in the mines/tunnels. It is apparently a place some people go to die if they're immune to old age and such. Plus you can totally tick off an ancient and powerful dragon on accident just by picking stuff up off the ground. There is no sun so any vampires are thrilled with being completely unrestrained, however there are no moons either which hoses any werewolves (assuming you haven't house ruled something in to help them).

  3. - Top - End - #153
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Quick idea: Want to have all the uncertainty of warp travel without having to roll 5 different thing? Here's a shortcut.
    1. Write down the crew quality number of the ship.
    2. Does the person in the navigator's position have two of Arcana, Divination, or Intelligence higher than the crew quality? If so then add 1 to the number.
    3. Does the person doing the piloting have more dots in Piloting or Wisdom than the crew quality? If so add 1 to the number.
    4. Does the ship have a destiny knot and officers who will spend hero points for rerolls? If so then add 1 to the number.
    5. Is the trip between two active warp portals that aren't in active war zones, not under going massive warp storms, or otherwise not suffering any major calamity? If so then add 1 to the number.
    6. Is the ship part of a convoy with a total ship count of more than 8, minus the crew quality? If so then add 1 to the number.
    7. Is the trip going to take weeks, months, or years? For a weeks long trip subtract 1 from the number, for months subtract 2, and for years subtract 4.
    8. Are there no active warp portals involved at all? Subtract 1 from the number.
    9. Is the destination completely new, uncharted, unknown, or unexplored? Subtract 1 from the number.
    10. Are there active war zones, massive warp storms, or other major calamities somewhere along the trip? Subtract 1 from the number.
    Finish: If the number is greater than 0 roll that many d10s, if they are all 1s roll twice on the warp encounters chart at +0 and +1 and increase the trip time by one step, otherwise just roll once on the warp encounters chart. If the number is 0 or less roll twice on the warp encounters chart at +0 and +1, then turn the number positive and roll that many times on the warp encounters chart adding another +1 to the roll each time, increasing the time taken by one step for each roll after the first.

    Examples: An NPC crew quality 1 ship makes a milk run as part of a 10 ship convoy. Step 1) 1. Steps 2, 3, & 4) 1+0=1. Steps 5 & 6) 1+2=3. Step 7) Days long trip -> 3-0=3. Steps 8, 9, & 10) 3-0=3. Finish => Roll 3d10. If all dice show 1s roll twice for warp encounters, once at 1d10+0 and once at 1d10+1, and increase the time taken to months. Otherwise roll 1d10 once for warp encounters.

    A PC crew quality 2 ship goes exploring way off the beaten path. Step 1) 2. Steps 2 & 3) 2+2=4. Steps 5 & 6) 4+0=4. Step 7) Months long trip -> 4-2=2. Steps 8 & 9) 2-2=0. Step 10) The DM's map has a Sargasso in the way 0-1=-1. Finish => Roll three times on the warp encounters chart. Once at 1d10+0, once at 1d10+1, and once at 1d10+2. Increase the time taken by two steps to a maximum of a years long trip.

    The really really fast method. Get out dice equal to crew quality, add 1 for a really superb traveling ship (not just pure a combat ship), add 1 for PC officers that are better than the crew quality, subtract 1 for a months long voyage, subtract 2 for a years long voyage, subtract 1 for bad stuff in the way. If there are no dice left roll 3 times for warp encounters at +0, +1, & +2, then pick the worst one of those to happen and the ship is lost in the warp for years. Otherwise roll the dice. If they're all 1s roll twice for warp encounters at +0 & +1, pick the worst one, and the trip takes double the normal time. Otherwise just roll once for warp encounters at +0.

    Back to the setting -> Baator.

    Blurb: Nine different worlds, sinister but not lawless, absolute chain of command, discipline enforced to crush those who don't fit in. natives tend to do a lot of plotting and scheming.

    Physical conditions: Fairly normal, one red giant star with 9 planets. Quote: "compared to some of the really awful places in the universe, Baator's creeping evil and sinister tones can seem downright homey." Normal laws of physics and safe for ship travel, obey local traffic control, traffic is pretty thick since the place attracts a lot people who want to 'get ahead'. Really, obey traffic control, it's not going to be a minor fender bender, the army is going to come down on you. Apparently you can bribe the army, or at least offer to "pay a fine" to whoever might be shooting at you.

    Inhabitants: All the wrong sort of people. Natives have a long history of dangerous sorcery, daemon pacts are the only way to go up in society so all the upper crust is powerful conjurers or have them on staff. Politically important people are usually effectively immortal due to overlapping pacts, although they may not have much humanity or soul left. Mutation and corruption are common & normal. Very little wildlife, mostly subjugated and used up... Apparently the 'wildlife' was once humans that have devolved or mutated into animalistic beasts. Which seems odd if humans are relatively recent entrant into the galaxy. Maybe there was some sort of wildlife reintroduction plan going on? Maybe there were humans here early? Maybe 'humans' is just bad editing for 'assorted sapient humanoids'?

    Locations: Working from closest to the sun and outwards.

    Avernus: Parches and blasted rock, thick hazy atmospheres, no water, random fireballs... Um, explosive gasses seeping up through the ground that explode at the least spark. The place freaking randomly leaks natural gas from the ground all over the world? Well I guess that explains the haze, it's all basically pollution from constant gas explosions everywhere. Oh, people mine high quality gemstones here. "A city of depraved halflings called Draukari." Ruler is a tiefling named Bel, rumored to run training camps for chaos armies. People investigating such rumors all ended up dead.

    Dis: Where most of the outsiders are going, gigantic hive city named Dis covering most of the landmass, made mostly of straight iron, exterior turns red hot from the sun during the day... Quick check reveals that's over 460 C or 900 F. No info on planet size or rotation, assume Earth-like with 12 hours f daylight, assume it heats up to red hot around noon so 6 hours of morning heating, thickness matters so call the exterior walls 2cm, 1m square to 200cu.cm to 157480g specific heat 0.45 J/gC, assume starting at 60 C, 400*.45*157480=28.3 million/6 hours=avg 4.7 million J/h/sq.m, call it 21 steps of 1.35 million each, so noon day sun on Dis puts out about 8 million J/sq.m/hour. What's 2250 J/sq.m/sec do? Approximate Earth sunlight as 1400 J/sq.m/sec... I want to think I screwed up somewhere. Ah well, another question for the mad science thread. The city, tightly controlled, passes for everything, visitor movement recorded, almost al visitor services in the Port Quarter anyways. At the center there's a tower, "nearly into orbit" (whatever that means), where ruler Dispater does "Edicts", and yes Edicts is capitalized. "Come down form on high like iron slabs hitting concrete." Yay! New head-canon: Dispater literally laser engraves big honking iron slabs with orders and throws them out a window. Lackeys have to rush into the landing area to recover them and hope he doesn't throw another one out with a spelling correction. The secret police naturally get a direct email of the same edict so they can immediately enforce it, leading to a certain lag time between when enforcement can start and the rest of the place gets to know what the edict is.

    More tomorrow.

  4. - Top - End - #154
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Continuing with assorted places in Baator:

    Minauros: A stinking bog. Acid rain, lead runs like water (min 330 C or 625 F, ambient temp at night). The surface is a bog of acid, muck and misery, with some very tough vegetation. If a fit of un-inspiration they called the main city Minauros, and it is sinking into the bog. Leader is Mammon, warped from bargains and massively greedy. Also a 30m tall half-snake person. So this is a weird hybrid of RL Venus (literal acid rain & massive heat) and the old pulp SF Venus (jungles & weird stuff). There is, as far as I can tell, absolutely no reason to go there unless you want to kick 30m tall half-snake butt. Seriously, this summary is almost longer than the actual write-up.

    Phleg-s5nu0n6u93: Unpleasant place to live. Volcanic cycle that re-paves the planet every few thousand years, cracked surface, rivers of magma, seas of flame, vast mineral wealth. Leader is Lady Fernia but really run by her father Lord Belial, mostly manage the managers & spend their lives in "incredible hedonism". In short, not worth visiting unless you're invited to a party.

    Stygia: Freezing water world. Floating plants form swamps & forests in temperate zones, else giant icebergs. Constant storms & lightning everywhere. Cities and castles built on giant ice floes. Leader rumored imprisoned in iceberg somewhere from making a bad deal. Private armies of city-states enforce local laws.

    Malebolge: Gas giant, looks like a diseased boil, some gas mining stations. Giant corpses in orbit, dead space whales hundreds of kilometers long, graveyard of now-extinct species. Major trade in ivory & bone products. Leader G-mjn3pd, supposed daughter of sovereign of Baator.

    Maladomini: Ruins, hard labor, blood-black sky, granite and wasted cities, polluted canals. Everything natural destroyed, strip mines, landfills, & ruins cover whole surface. Ruler is Triel, insane assimar, not seen in decades, increasingly insane decrees, demands perfection. Capital city named Capitol always under construction as he keeps ordering parts torn down & rebuilt.

    What the heck is up with the city naming around here? These people can never be bothered to think up actual names for their cities?

    Cania: Hoth expy. Industry produces really good plasma weapons though. Leader is Mephistopheles, facade of civility, terrible temper, limitless ambition, powerful sorcerer. Developed a way to create a "warp plasma".

    Nessus: Best protected, armada of ships, black & crisscrossed with rifts & trenches. Asmodeus in deepest pit. That's it. Really.

    Adventures: Ruler of Stygia gets a day of freedom each year, will hire PCs to kill major daemon & free him for bug reward. Assassination attempt on Galysia & entire sphere on lockdown & military law, PCs hired by Asmodeus to find assassin or else. Warp storm erupts around Baator, prices go up & may be caused by Baator enemies. Someone approaches the PCs for help, kid has been lured to Baator with promises of hedonism, could be either mass sacrifice or just attempt to boost tourist trade.

    Summary: Despite the effort put into getting the atmosphere of Baator=hellscape across, there actually isn't really anything I can use as a DM beyond Malebolge and Cania. Even then I'd need to put in lots of work making stuff up. This would have been better if they'd focused on about three places and just mentioned the others in passing.

    BeastLands:

    Blurb: Mysterious crystal sphere, several inhabitable planets covered in wilderness, some ruins & power signatures. Actively hostile flora & fauna that evolve in response to attacks.

    Physical Conditions: Fairly normal, untouched by industry, every planet with highly evolved ecosystems. Seven planets with all nearly same ecosystem. Any kind of active scan is "almost inevitably met with a response form the planet." That response is very interesting and usually kills everyone. Ecosystems function as massive defense system from microorganisms to attacking stuff in orbit. Trees with armor shells around high energy hydrocarbon cores as ballistic missiles capable of reaching orbit, massive fields of laser sunflowers. Fauna has some mass response to intrusion that everything attacks outside stuff. No planning or hivemind, just all attack. Was one attempt to terraform one planet, once.

    Inhabitants: Local wildlife. A few fast & well armed scientists who spend lots of time running away.

    Locations:

    Mothership: Remains of the first terraforming attempt, several km long spaceship, only a few of the thousands of crew escaped when local wildlife & microbes got on board. Now overgrown with fungus & vines that are using hull metal as part of their skins. Also, bunches of weird animals wander around it.

    Sargasso asteroids: Asteroids collected at Lagrange points in the system have developed thin algae of bacteria strings connecting them (impressive given the distances involved). Sometimes they break loose to hit a ship that passes too close.

    The great circle: The only ruins on any of the planets that weren't covered & destroyed by animals & planets. The ring is 20km "around" and 1.5km thick, nobody has been able to get inside.

    Variable gravity well: On a moon of the system's one gas giant (it's got life too, of course) is a spot that emits lots of warp energy and changes gravity nearby. A massive pile of the largest predator type animal corpses covers it up. They all have really hard shells and it will take battleship weapons to break through. Sort of a sore point for the wildlife, anything approaching is always attacked.

    Adventures: Humanoid creatures were spotted on one of the planets, a new type of critter or a suicide/survivalist cult maybe. Scientists returning home vanished after getting there and now Beastlands critters are appearing there. Research is moving towards unmanned probes, they're recording a different time passage than from that outside the sphere, like time speed up more the longer the sphere isn't opened. New unknown ships appearing in & around the sphere, using strange plasma weapons, one that was destroyed was made of non-metallic stuff, organic polymers, and strange plastics, also space monsters have started attacking nearby spheres.

    Summary: This is actually useful. Granted, you'll have to make up basically every monster you encounter but you're going to be doing a lot of that anyways. Scientists hiring the PCs as muscle for ill conceived experiments or collection visits is always a good hook. Especially if the PCs are still in that weird D&D style "we always need more money. find a quest giver so we can kill and loot everything" phase. This is also a great place to experiment with having the PCs hunt baby space kaiju.

  5. - Top - End - #155
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Bytopia

    Blurb: Intense industry, two worlds, factories, industrial complexes, mines. Can supply whole armies. Fleets bringing raw materials & taking out finished goods. Contaminated enough to that the void in the sphere is in fact a thin, almost atmospheric, haze.

    Conditions: Two planets left, encrusted with factories, space elevators go to solid orbital rings as docking & mass launchers (trash to sun, goods elsewhere), barely habitable wastelands of debris & toxic waste, most people live in arcologies. Free of magical hazards, normal physics, polluted enough that space is thicker than a nebula & almost an atmosphere. Remains of three gas giants and two other rocky planets, but mined out & all scavenged except scaffolding of metal not economical to scrap.

    First planet Dothion, rust colored, massive arcologies with monorails & walkways, only very rich have personal transport, inhabitants properly called worker drones. Second planet Shurrock, produces generally restricted goods, stull illegal or dangerous elsewhere like lockpicks, military hardware, & spelljammer engines. Locals constantly watches, screen, and monitored for 'dangerous ideas', outsiders are restricted to specific zones & no interaction with general citizenry, enforced by shoot first policing.

    Constant heavy ship traffic, possibly best traffic control systems anywhere, incoming raw materials have priority over everything else.

    Inhabitants: Squats, humans, halflings, gnomes. No ecology is left on the planets.

    Locations:

    Ring 0: Remains of the first orbital ring built, around a planetary core of waste rock, mostly made of broken stuff that wasn't salvageable. Tradition for small independent traders to stop there at the end of a successful run. Someone built a bar called Absolute Zero, inflatable & transparent, has ruptured numerous times (my players did that too), run by an eldarin exile called Moondog, claims to like the excitement.

    Last Ruby Rays of Dawn: Wrecked ship, carrying hazardous cargo that killed the crew, about a century ago. Floats in an elliptical orbit that keeps it away from other traffic, no salvage because supposed to be another century or two before people don't melt from radiation as soon as they open an airlock. 100k km no-fly zone around it, no word on what was inside that got loose. Rumors of occasional running lights & transmissions.

    GWOTT HQ: Government/corporate building the size of a city. Great Wheel Order of Trade and Tariffs, polices economic activity & police to protect economic stability and take down illegal trade. Not at Sigil to keep away from the factions. So apparently we're some sort of galaxy wide trade organization with it's own private army. Rumors that it employs teams of exalts to deal with sensitive missions involving ignoring & breaking local laws.

    Solar observatory #14: Well kept secret, has been monitoring an object for thousands of years. Object is probably a station, probably a syrne relic, and definitely orbiting in the hottest part of the sun's outer layers. No ships get to land because HOT! Recent scans maybe show growing activity but the whole thing should fall into the sun in a generation or so anyways.

    Adventures: In one of the best protected factories on Shurrock is a legion of titanic warstriders, enough to conquer several crystal spheres, bidding starts next week, until then lots of info about them and the security setup has been leaked to a lot of the wrong people. On Dothion during mining they discovered a artificial cave complex, reported halls of black metal and stasis banks, feeling that something was waking up, then al contact was lost. Two GWOTT operatives went rogue claiming that it's controlled by merchants & aristocracy with a nefarious plan, they might be right & they might be high level exalts. Shurrock arcologies have been experimenting with mind control drugs & programming on the workers, all water food & entertainment is contaminated, there's a long term side effect of people going on psycho mass murder sprees.

    Summary: This too is a useful sphere, enough detail to start stuff with, enough vague hints to give you wiggle room. If you've played or run ShadowRun this is the place for those sorts of corporate espionage things to happen. The PCs are likely to end up here simply from the fact that it's a good place to buy armored vehicles and spelljammer torpedoes. At some point I'm sure someone experimented with nanotech to try to break down more stuff for salvage on one of the old planets. Ring zero is a good spot for clandestine meetings and trades. Traffic control is probably pretty harsh, considering the possibility of some idiot shot-gunning a traffic lane with pieces of their ship if they tried to cut in line. Plus those mass drivers on the orbital rings are probably pretty good for launching a package or self-guided homing torpedoes at high velocity.

    Carceri:

    Blurb: A matryoshka doll of crystal spheres, all contain incredibly old stuff, each sphere is harder to get into than the last, nobody has ever reached the center. Lots of electrical storms, lighting bolts powerful enough to blast smaller spelljammers to bits, lots of clouds of debris capable of slicing through void suits and people. First few layers are relatively well explored, space between layers gets bigger as you go in (few km -> 100s km -> 10,000s km, etc.) but the next sphere is only barely measurable smaller than the previous one. Lots of syrne ruins for treasure hunters but all the easy to get to ones have been picked clean. There's no atmosphere anywhere but there is a black rain or snow of a super-acid that eats through spaceship hulls. There's some warp things all over that causes everyone who sleeps to have terrible nightmares all the time. Time gets compressed the further in you go, not just rate but possibly also separation between cause & effect getting smaller.

    Inhabitants: Nobody sane would want to live there so humans tried. They failed. There at least are giant crawling scavenger beetles that eat anything and space-jellyfish that drain life force. Remember, no atmosphere.

    Locations:

    The vault: It's a great place for a prison. Giant black sphere station in an outer layer, one dock, no other ports or access. Nobody has ever escaped.

    Rostok: Bodged together ships into a space station, probably in another outer layer. A place to pick up supplies & tips for scavenging expeditions. And people willing to buy anything useful that gets brought back out.

    Shipyard x-18: Highly defended, three layers in, shoots at anyone uninvited, maybe pirate run instead of governments or maybe pirate with governments but that's just conspiracy rumors. Builds prototypes to penetrate lower layers with special navigation systems.

    Agathys: 6th layer, the last one reliably penetrated & partially mapped... It reads like there's some hard navigation to get to the next layer, but that wasn't in the previous stuff? Supposedly the course changes needed are 'too much for anything but a computer' and nobody's built a ship that can make the changes fast enough.

    Adventures: A group of mages used Carceri to create a new type of magic the affects time, they might be willing to share if you did something big for them. In the deepest part way past the 6th layer there's a monolith that grants wishes, of course there's a price and you may get exactly what you asked for in the worst way. In the spaces between layers there is sometimes mind music that promises stuff in exchange for hideous betrayal or murder, people almost always go for it because it promises exactly what they want. Rumors that syrne made Caceri to protect themselves & there are living syrne at the center of it all.

    Summary: Reasonable useful. Send the PCs in on a fetch quest, or they could go themselves looking for loot. Trying to break someone out of jail is always a good one to pull. Not a lot of actual stuff to fight or do is listed though and trying to play up the whole 'continual nightmares' or 'promise all you desire' things will depend heavily on your group. Some find it un-fun to RP it and will whine about any mechanics that you try to hang on it. Probably the best you can compromise there is to have everyone act like they have the night terrors more-xp-for-feats thing as long as they're in Carceri. Also vamps may love it & werewolves will hate it, the whole sun/moon thing again. You probably want your PCs to be running their own ship in here, just because there's nothing real interesting about the whole layers set up without it, and that's a big selling point of the sphere.

  6. - Top - End - #156
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    Commorrarghragagragrga-blargha

    Blurb: Not a real crystal sphere so we're going to piss on it...

    Fine, whatever. Here ya go. Not a crystal sphere, hidden in the warp, ruled by anarchy & terror from dark eldarin, or maybe a place of anarchy & terror rules by dark eldarin (same difference), and also Lolth who may be one or several of: god, demon, daemon, spider, queen, snot. The depravity of the locals 'knows no bounds' so you ought to be able to find any perversion you like, and many many more that you don't like.

    Physical conditions: Built in the warp on massive constructs called webways, kind of like the umbra being halfway between the warp and real worlds. It's also film noir land, it's literally in black and white from a color drain. Webway is a giant spider web made from weird material that might be souls, Lolth makes lots of tangly bits but there are orderly bits around there too so there could be something else making it. Inside is like being in a gigantic cavern, mild temperatures but never comfortable, dank, often foggy, dim inconsistent light, lots of neon signs at street level. Billions of kilometers of megastructure, just sits in the warp (and maybe in the Abyss too, although I blame poor editing for the confusion), ships can travel directly there once they're in the warp, pretty much impossible to track the ships of find the city. Except maybe for some dark eldarin, if or because Lolth likes them. The partial reality of the webway has effects on people and stuff. Safer than the warp & the Abyss (that's not saying much), light falls off faster, liquids are thicker, emotions are lessened.

    Inhabitants: The hierarchy from top to bottom => Lolth, Lolth's daemonic minions, dark eldarin, heavily armed visitors, tortured & maimed slaves from all sapient species. This is sounding more and more like a semi-stable subsection of the Abyss.

    Locations:

    Daemonweb pits: Near the center, tens of thousands of kilometers across, giant palace of darksteel & mithril shaped like a huge spider (and it walks around too). Lolth hangs out there & keeps a high turnover of "trusted" servants who keep getting suspected of something & killed. Also kill worthy is talking about Lolth as if it isn't a complete and total super-power god.

    Erehopwhii-Cinjirhji-blarga-blarga: Names I can't be bothered to type because the spelling is pretty much just from banging on a keyboard or something. A "kabal" in Commode-blargha, one of the bigger ones. It seems that these kabals are "self-governing socio-economic paramilitary organizations", in short "gangs with pretensions". The area is slightly less lol-random-kill-you-for-fun than most of the other gang territories. Seems they had a little "civil war" leadership upset and someone realized that the rest of the universe can provide more than just slaves & sex toys. Non-dark eldarin merchants and mercenaries actually make money here and don't always die horribly.

    Menzob... Stuff it, I'm calling it "bugger face town": One of the oldest gang territories, extra slaves, a matriarchy where "social climbing" is code for assassination & torture. Visitors are welcome as tools & playthings to be used in political schemes or just killed for fun. Because it's older it's deeper in the webway and regularly attacks by stuff from the underdark. BFT is ruled by a Lolth high priestess with the usual useless name.

    Underdark: Lots if Commode-blargha is random-ish labyrinths of underworks, sewers, seas, and fungus forests, all usually in pitch darkness. Populated by warp mutated critters that were once people, warp mutated people who were one critters, cannibal escaped slaves, lost pets, experimental monsters, and assorted undead. Of course our assortment of undead is currently weak ghosts, vampire exalts, lich super-spellcasters, and mook human zombies. Supposedly there's lost riches.

    Adventures: The population of an entire crystal sphere vanished, blame the dark eldarin, also find someone to lead you to Commode-blargha to stop something nasty or rescue an entire planetary population, quick before they all die or decide they like it there. A powerful merchant is making a move to set up a branch in Commode-blargha and needs exalt level bodyguards, make the PCs brush up on dark eldarin etiquette. Someone organized slave revolt in the E-blargha C-blargha gang territory and now they have a price on their head, PCs get involved because that's your plot/railroad for the week.

    Summary: Sounds like you could just fly a spelljammer right into it and roam around blasting away with plasma cannons. Frankly I'm finding it a bit hard to use because it's a bit over the top noir, but in a silly way. I have no idea how the PCs should be interacting with this society other than from the other end of a gun or sword. I also can't tell how getting there & back ought to work, in any form. Although I do appreciate the callback to the original OD&D bugger face town, where you could casually bump into major demons on the street and exchange pleasantries like civilized death-machines. It seems that Lolth doesn't really do anything beyond wank around in a honking big spider-mecha-palace and occasionally add bits to the webway. And of course we once again have neither suns nor moons. If the PCs go there I'll just make something up & maybe stat the palace as a super-spelljammer ship, just in case it needs to shoot at them.

    Elysium

    Blurb: A small group of worlds, seems like an untouched paradise, claimed by eldarin. Great, tells me basically nothing.

    Physical conditions: Six pretty worlds, sort of like garden wilderness, no people-eating monsters, no poisonous plants, no rivers of fire or toxic atmospheres. Space within the aphere is cleaned up & there are no micrometeorites to scuff your spelljammer's paint job. No permanent settlements on the planets, lots of space stations & eldarin worldships though. All the planets are Star Wars style mono-biomes, in order: desert, jungle, temperate hills, temperate forest, arctic forest, tundra & glaciers. All freaking safe with near tame animals that avoid people and no real nasty weather.

    Inhabitants: Wildlife, eldarins, people being shot at with lasers. Maybe, maybe, maybe a rare invited non-eldarin. Who is being watched by a sniper team at all times.

    Locations:

    World Harbor: A giant space station and construction yard out past the sixth planet. The only place big enough for a worldship to be built or repaired.

    The Array: Networked solar arrays around the sun beaming power to the rest of the sphere. These power the world-wide underground weather control systems on all six planets. Do not annoy the people with the billion plus terawatt variable spectrum laser array capable of targeting & focusing at least 15 light minutes away.

    The axis: a giant asteroid turned into a giant space station and the closest thing to a government in the sphere (actually the Array is in control, they just don't push it much). There's a leader who's an exalt of some sort. Lots and lots of highly formal meetings, described as something between a formal ball and a political debate. Boring, nothing here for PCs, at least not any group who thinks that fast hover-cycles with guns are a form of stealth.

    The cradle: Another giant space station, super defended by automatic weapon systems, no non-eldarin ever allowed close. Apparently it's full of artificial wombs with baby eldarin in them. Sounds like collateral damage land.

    Adventures: There's also massive catacombs under the worlds, before PCs = lots of loots, after PCs = lots of angry eldarins and ghosts and shooting. Something spawned a super-predator on one of the worlds and the eldarin hire the PCs to gank it, are the PCs smart enough to get safe passage out of the sphere written into the contract? The eldarin are desperate and need fresh DNA, the PCs get to escort an elf prince and a dark eldarin somebody to a mating, or a meeting, not sure which, of course it's bound to end in tears (really, they should just go in for cloning eggs & sperm for the bake-a-baby machines).

    Summary: If the PCs can't pull off some social-fu and/or a really good heist the Array is just going to blast them. Sucks not being able to outrun light inside a crystal sphere, eh? Even assuming they're smart enough to stay in a planet's shadow the whole way that just makes them easier to plot intercept courses for. TLDR: Can the players (not the characters, the characters can absolutely do it) manage a real heist with real stealth and real social-fu type situations? The answer to that is whether or not you'll ever use this sphere.

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    Gehenna

    Blurb: The sphere's physics have made all the planetary bodies into 'geothermal furnaces' but there's no unexpected changes at the personal level. Um, "four main planets like twin volcanoes hundreds of thousands of kilometers tall and joined at the bases", I got nothing, can't visualize it. Uncounted mountain-sized flaming rocks orbit around everything. The closer to the main star the more active the geology gets.

    Physical conditions: There is nowhere flat in the entire system, even under artificial gravity. Nothing can remain stable and perpendicular to a gravity field in the entire system. Most artificial gravity, like on spelljammers, lists from 10 to 45 degrees off, some go further off. Most ships turn off their artificial gravity, it's just easier. Ah, they don't have proper planets, they have 'earth-bergs' and the four main ones are the tens of thousands of km tall/across "planets". Each 'planet' has mostly cleared it's own orbit but random asteroids still smash into them with regularity. Space between the 'planets' is dark and obscured, a minefield of hot rocks in dust clouds, and the sun looks like a small dull coal.

    First 'planet' is called Chamada, half it's surface is molten rock at any time, extreme constant volcanic activity. Second 'planet' is Khalas, ground is still hot enough to cause wounding burns to unprotected feet but at least there's running water (probably sulfurous and near boiling like a hot springs). Third 'planet' is Mungoth, where terrain is either volcanic lava flows or glaciers, lots of steam snow & ash. In fact it sounds like the entire weather of it can be summed up by steam clouds, ash clouds, and snowstorms. Last 'planet' is Soltheim, it's a dead lump of ice, no life and nothing to see.

    Inhabitants: Mostly dark eldarin, because there's stuff that is easier when you aren't in a warp tainted hellhole. Like, all sorts of living and survival. Life on the middle two 'planets' consists of fungus and insects, although a fair amount of it gets man-sized or a bit bigger and bigger equals more aggressive. Expect the local wildlife to try to kill, eat, or lay eggs in you.

    Locations:

    Vivec: Lifted from the Elder Scrolls franchise Morrowind game. There's a wiki for it that I think is still up, just change the water to lava and add technology to get a pre-built setting. Small arcologies connected by bridges, and in a change from the computer version the bridges are a bit slippery with no railings, because the locals think it's funny. It's almost too bad that flying cars are a thing, but you can make every taxi ride a wealth check to try to encourage walking. Don't let the PCs buy or privately operate an air-car here, it's much more fun if they walk. Elite warriors called Mandrakes act as police, or you can just import the Ordinators from the video game, it's the same thing. Justice is the kill-on-sight type and crimes are pretty much anything that annoys the 'police'. A massive temple to Lolth dominates one end of the city run by a half-eldarin half-daemon servitor of hers.

    Rura Penthe: A prison on the dead ice faux-planet built and run by the human Imperium. No walls, kind of lax security, and the beatings for trying to escape are more of a formality then any real punishment. The guards don't even chase people who run off. Escapees usually die to the weather within a couple hours anyways. What the deal with the dark eldarin is that allows for the prison to exist is unknown.

    Tower of the general: A high quality mercenary company operates out of a 'tower' run by an 'mysterious figure' called the General. Considered to be unusually well informed about what both sides in any conflict are offering as pay. Could be playing both sides in any particular conflict to drum up business.

    Nimicri: A planetoid consisting entirely of 1cm long Von Neuman machines (chunky grey goo type scenario). They're formed into terrain, roads, buildings, and people. Pretty safe, there's some light industry where they make stuff, and enough people return regularly that there are merchant runs. Apparently the goo trades stuff that it makes for information. No real info beyond that.

    Acererak's tomb: Ace-bob hangs out here, you need decently powerful magic to get around in it, lots of random murder guardians. Mostly dusty, empty, occasional bones and/or corpses, no food or water, the place is made of stone. People going in face a variety of deadly 'tests' that result in death or gaining knowledge of some sort. Ace-bob never bothers to meet people, you'll just keep getting the 'tests' until you die or go away.

    Adventures: A secret temple on Mungoth traps a greater daemon and has the usual assorted death traps & puzzles, has some lesser daemons roaming around, once a century it gets to try to escape and someone is destined/called by destiny to get in and defeat the daemon each time. The implication being the it's the PCs this time. Rumors of a tribe of feral werewolves on the ice hole place, using the prison as a buffet, or maybe the guards are the werewolves. Rumors of mineable darksteel ore on the first 'planet' the one that's mostly molten, go build a lava mining operation, the locals have already blown up one attempt. Rumors that under Vivec there are caverns that are passages to Commode-blarha, someone thinks they'd be a good invasion spot, of course there are the usual terrible death traps.

    Summary: I played Elder Scrolls 3 & 4. ES4 was just a generic fantasy land adventure, really nothing to use in a TTRPG. But ES3 had places and plots that were cosmopolitan and non-generic enough that they could be used, the adaptation of VIvec city to DtD40k7e is pretty straightforward. There's not really enough information about off-planet stuff, you'll have to make all that up, and the mercenary but is weak. But Vivec and the city are useable with very little DM prep work. Vivec makes for a decent place to have a 'society-with-no-morals' event or adventure without having to deal with Commode-blargha.

    The grey waste

    Blurb: A large and easy to navigate place right at the half way point between the Abyss and Mount Celestia. It is thus a continual order vs/ chaos battleground... Except that stuff can't really get out of the Abyss without going through the one fortress exit? There was certainly nothing in the Abyss writeup about armadas of troops wandering past on a regular basis. Any ways, all the planets have been blown up and all that's left are lots of messy asteroid fields. There's a useless reference to an "endless Blood War" here. You get the feeling that these were written by different people who didn't really talk to each other and maybe had different drafts (or none at all) of the game to work off of. Suffice it to say that this doesn't work with the Abyss as presented, especially that "it came into being less than 5000 years ago" bit.

    Physical conditions: Three stars, all small & pale white, and no color at all. Everything is literally like a black & white movie, it's an effect of a variation of the physical laws of the sphere. Plays merry havoc with color coded emergency lights & controls too. Also the sphere causes "waste syndrome" which is like post-traumatic stress, just by being in there (typo 'training' -> 'draining'). All remaining planets are blasted wastelands & lifeless slag, or perhaps the largest remaining chunks of planets are just bits a couple thousand km across. The writing is really inconsistent here.

    Inhabitants: Armies of tieflings & assimar shooting at each other, dead people, larvae. The larvae feed on the dead people, and... don't breathe? Unknown. Also unknown is size, shape, and pretty much everything but that they exist.

    Locations:

    Port at the center: A massive spaceport at the center of the sphere where gravitational stuff is stable-ish. Owner-operator "Dandy Will" keeps it a neutral ground. Stays useful to both sides by providing medical services or tech or something, has 'no fighting' treaties with both sides. Decent Vectron following here & has become an unofficial pilgrimage spot billed as a sort of 'the only sane god' thing.

    Death of innocence: A small 'town' on a 1km rock outside of the usual fighting areas, cobbled together from junk and emergency shelters. A haven for deserters and war criminals. Frankly it's probably only a 'haven' because they can't get out of the sphere on their own. There's much better places to hide, and places that wouldn't even care about your past.

    Aeaea: The last remaining intact planetoid and more inconsistent writing, an old airless moonlet of one of the busted planets. As the largest remaining object in the system it's always being fought over. There are more orbital bombardment craters than asteroid strikes on it.

    Adventures: There's a small group that shows up to the major battles and bets on them, if it isn't exciting enough the meddle to make it more exciting. larvae left alone long enough and with enough corpses to feed on may metamorphose into something strange, dangerous & pretty, partially composed of anger & wasted lives. There's a wasting sickness disease going around, maybe money for whoever can find a cure, maybe it's an out of control bio-weapon. New town/building called Corpus built out of corpses by a necromancer, the whole thing is made of animated corpses, maybe the necromancer has an artifact that allows them to do extra undead stuff.

    Summary: Issue #1 according to the Abyss writeup the forces of chaos can't get out of the abyss in the great mucking numbers & fleets that they'd need for all this. Issue #2 it's an ongoing war zone that screws people over for just being there. Issue #3 If there a syrne portal relay here that's the focus of the fighting, if not then there's no reason to not just go on past to the opposing sphere unless the spheres are so far apart that you need the stop-over point and you might as well just pick a different sphere. Issue #4 For all the prose about how the place looks and how it's a constant war zone, there's really very little content or potential for content here.

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    Mechanus

    Blurb: Dead worlds, ordered like clockwork, worlds are gears in a great machine, lifeless and in constant motion. All life is killed off by the modrons, horrible nearly mindless immortal things of living metal.

    Physical conditions: Almost nobody ever returns from visiting Mechanus. Interior is like a great Dyson sphere built up against the crystal sphere walls. Gears the size of worlds, big pumping pistons, weird green light without any source. As the modrons aren't fully awake it's only as dangerous as being an ant crawling around inside a running engine. Vast clockwork, lifeless but moving, mostly made of necrodermis. Warp energy doesn't work in the sphere, spells fail, enchanted weapons are mundane, and magical protections don't. It's isn't a total ban but gets stronger the further in you go, at the edge of the sphere only the most powerful spells & enchantments fail, you have to go in a fair ways for everything to stop working. Deep in you get seas of oil, forests of pipes, and titanic arcs of green energy. Just being a living thing there might trigger defense systems to blast you. Moving gears & machines make just travel dangerous, nobody has been able to map any safe routes, small maneuverable ships can get pretty far in but almost none return.

    Inhabitants: Modrons. If you find a lively one run away. They come back from being blasted almost instantly and more wake up & chase you the whole time you're fighting.

    Locations:

    Black oil sea: Several of them. The stuff moves like it's almost alive and sentient. Makes it's own currents & slithers around. Carries a flesh eating disease. Rumored that it can turn regular machines & metal into modrons & necrodermis.

    Pylon forest: A perfectly regular "forest" of identical & bizarre machines. That's probably 'regular' in the 'orderly' sense and not the 'normal' sense. The pylons distort magic like lightning rods or funhouse mirrors. Nobody knows anything. The "branches" might go into higher dimensions or the warp and be part of the modrons non-magic teleport system. Of course nobody knows.

    The afterlife: Quote the entirety of the entry: "It's where you end up if you spend too bloody long here."

    Adventures: A scholar thinks modrons are waking up and needs data to support the theory, make the PCs got capture a live one for study. This... this is a quest from the Cocaine Wizards Guild. Which is actually a thing in my games. The black oil is a poison that can kill even exalts hard & fast, someone want some & pays the PCs to go get it. Send the PCs to destroy the Mechanus portal relay, it could be used as an invasion point but the modrons could use it to get out too, of course it's been running just fine on automatic for tens of thousands of years. Which of course brings up the issue of if the modrons could even use the warp to travel. They have some fancy teleport system and presumable don't get bored. Slogging it the long way across the astral sea at 90& of lightspeed would suit them just fine.

    Summary: You're going to have to 1) Get the PCs to accept a quest to go there or drop them on it from a warp travel screw-up. 2) Stat up more modrons & maybe some WH40k necron stuff to fill out the encounter charts (I've done up to penta-drones and a monolith). 3) Figure out your 'less and less magic' system as they go deeper in. 4) Figure out how flying an explicitly hybrid magi-tech spelljammer works in there (probably special long endurance shuttles that are purely tech and no magic).

    Look, the PCs won't ever go there on their own. Exponentially increasing numbers of modrons teleporting in as fights drag on are a big turn-off to players. And the modrons get smarter & tougher as their rank increases. I'm a programmer, I set them up as follows: (I compared the mono & duo stats to the old AD&D stats, then extended the patterns) Monos @ Int 1, 1 1/2action. Duos @ Int 2, 2 1/2 actions, and each has 1 general task capability & commands 8 monos. Tris @ Int 3, 3 1/2actions, double tasking capability, & commands 8 duos (64 mono). Quads @ Int 4, +1 actions & tasking, & commands 8 tris (64 duo, 512 mono). Etc., etc.

    Mount Celestia

    Blurb: A giant bigger-than-worlds mountain that rises from an ocean filling half the crystal sphere. Home turf of the blessed pantheon. Home of the assimar.

    Physical conditions: Looks normal from a distance, a mountain rising out of the sea. The sea fills the lower half of the sphere and the mountain reaches to the top, which makes it about as tall above sea level as the diameter of a solar system. That also means that it should have an average 45 degree slope all over. Gravity runs on a sort of self perceived guild warp effect. Objects obey a normal 10m/s gravity field to the general 'down', people with lots of guilt are more strongly affected, people with significant magical resistance (aura probably) are less affected, being magic immune makes a person weightless. However nothing can fly upwards on the mountain and there's an altitude limit over the sea. Spelljammers can't get much higher than floating slightly above the sea. I presume that entry into the crystal sphere is either only possible in a narrow band around the equator/sea level or that any entry attempted by a ship simply appears at sea level on the inside.

    Seven layers/transverses to the mountain, the next one up is always hazy and barely seen but shining brightly and you can't see upwards past that. Can't fly upwards. Blessed pantheon gods hang out at the top mostly, nobody who has gone that far up has ever come back. Center of the war effort against chaos. Justice and law enforced by assimar, servants of the pantheon, rule by divine will "and don't you forget it." Justice is fair but immediate, rarely death unless you refuse to pay the fine or go quietly to jail. So these guys actually pause for two seconds between saying "Surrender or die!" and shooting you, that's a nice break from most of the rest of the universe where the shooting usually starts right after the word 'surrender'. Quote: "Nice place, really,despite the assimar occasionally taking a bolter to someone's skull." Pleasant weather with occasional light & refreshing rain.

    Inhabitants: Assimar, pilgrims, the-only-good-tiefling-is-a-dead-tiefling, tame animals although nothing larger or more dangerous than a sheep.

    Locations:

    Fortress of Sigmar; Continent sized palace, big gold throne at the center, run by the Custodes who are all fanatic loyal assimar chosen exalts over a thousand years old. Siggy has a large personal army that's usually out on a crusade somewhere. Everything in the realm is planned & has a purpose, everything. Heroes get directed where they need to go and can only get to Siggy if he wants them to. No info as to which layer it's on but I'd presume the first so that the army has an easier time of things.

    Bahamut's palace: A glittering wonder built out of treasure, it moves around, mortals get to look but not approach. Smallest army but it's all dragons.

    Soulforge: Moradin's, giant forge, anvil 40m high, river of pure divine energy, rumored to be where squat solus are made and assimar are remade from whatever they were before. Assimar have no memories of the process, which is probably good as its compared to hardening a sword. No idea where this place is either.

    Unconqured sun: Pelor's palace at the tippy top of the mountain. As bright as the sun so wear your blindfold & SPF 5000 sunscreen. Guides & servants know the place perfectly & can walk it blind, everyone else tends to wander around & end up back outside. Shaped like a giant sphere of orilchmhmumm metal & glowing but not hot.

    Halls of justice: Cuthbert's spot on the very first layer. Gigantic prison to reform people. Aura on the place that make it hard to resist following the guard's orders. Prisoners just mill about without orders. Peaceful & totally repressive. Nobody sees the boss, he just communicates through a few trusted underlings. Which of course means that he doesn't even really need to be there.

    Adventures: Jailbreak & de-program someone from the prison because they know about treasure. The population of one of the layers has started worshipping the grey council neutral gods & is being hard purged, not the first time this has happened, also the PCs are there and should probably get out or stop it. On the first layer there's a new drug, someone used Moradin's pure divine energy as a component of it, PCs might try to find the alchemist making it for whatever fits their needs. Two groups of paladins are fighting over who gets to protect one of the thousands of minor shrines or holy sites on the mountain, you should try to involve the PCs somehow.

    Summary: Honestly now, your PCs are going there to steal something, jailbreak someone, or beg a god for a favor. They are almost certainly not going there of their own accord. Also missing is information about transportation beyond 'no flying up'. You could be cosmopolitan and put trams & busses in.

    Or you could be funny & make only small engines like jetpacks & scooters work. Jetpacks are good because you can jump down from heights, so all the assimar peace-forcers have them. But then they have to ride little putt-putt Hello Kitty scooters back up at 15kph and the thought of that just yanks their chains to no end. The peace-forcers are angry when the thought crime detectors go off and they have to go downslope.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Pandemonium

    Blurb: It begins with "We don't go to Pandemonium anymore." and ends with "Don't go to Pandemonium." No info except vague mentions of madness, death, and tunnels.

    Physical conditions: Pandemonium has noise like fire has heat. There's constant wind from hurricane strength to annoying constant moaning & flapping, everywhere. It must be part of the physics of the sphere that all gasses must be in constant large scale motion. It also carries a psychic effect that causes at least some level of insanity. There's no planets, the entire sphere is filled with rock right to the brim. At the edge there are some caverns big enough for spelljammers, as you deeper passages and caverns get narrower, smaller, and less frequent. There are no natural light sources and artificial light and what light you bring doesn't go as far, apparently rather than falling off at the inverse square it's closer to the inverse cube or something. Just assume that light goes less than half the usual distance if you don't like exponents/roots. Light is also a call out to the local murder-predators. Lots of water, most passages have anything from a stream to a river in them, it makes things slippery. Cold, generally staying just above the freezing point most of the time, meaning any dunking in the water is good for inflicting hypothermia. The Umbra here is bad, there is even more darkness and more murder-predators in there than in the rest of Pandemonium. Gravity is normal and down is towards the center of the sphere.

    I had a good fight involving 'blind' critters that used natural active radar to do a hit & run pack hunt in a constant dust-storm. The first clue the PCs had was their radios getting massive interference and weird chirps & clicks. I ran them basically as cheetahs with armor piercing claw/bites using wolf pack tactics and the radar equivalent of bat sonar. Worked pretty well, especially when they were wounded and went quiet & readied actions to sort of leap attack at the PCs radio use. One tore up the party's van's paneling pretty well getting in to attack the driver.

    Inhabitants: There are, despite all reason and logic, a couple cities of actual people. Well there were, one city got wiped out by an unknown something. So there's some murder-predators, some crazies, and whatever killed a city full of people/armed lunatics.

    Locations:

    The black flag: Pandemonium is a good place to hide. The Black Flag is a giant pirate base. Pirates, crooked merchants, built like an armored space station, insulated & designed to cut down on the wind. I ran it based on the pirate base in the Gap Cycle SF books by Stephen R. Donaldson, complete with it being run by 'the Bill'. I threw in a death-match area and a couple local liches too.

    Ravenholm: Used to be the largest city, a base for mining camps, anyone welcome & all inquiries about a person's history were 'culturally inappropriate' (as in 'get you shot for asking and everyone approves of the shooting' inappropriate). A couple years ago everyone died. Just shredded chunks of bodies left. The entire city in an hour or two. Someone sent in a rescue team. They reported back for a bit and then (probably) suffered the same fate. Nobody else has bothered to try going there since then. Naturally the PCs will bee-line for it.

    Phlem-thong: A pretty place. Colored stalactites and stalagmites formed by minerals in the dripping water. Also spirits of earth, air, cold, or something that occasionally disappear people.

    Agathion: Closer to the core there are no passages, just isolated caverns like bubbles in the rock. There's still tornado level winds in the ones with cracks or breaches, the completely sealed ones have still air until you open them up, and only about half of these have air anyways. I guess that you're supposed to use some for of teleportation to get to them? Mining takes a good long time plus cave-ins and flooding.

    Adventures: Some royal brat ran off to the Black Flag to be a pirate & the parents at home got assassinated, the PCs get a person-fetch quest with an assassin timer. The Ravenholm thing is spreading, hope it doesn't just a ship to another sphere. Rumors of a gigantic aboleth and mind flayer city.

    Summary: Works OK, useable stuff here. Somewhat believable pirate bases are always nice. It has to be in a honking big cavern but it's point blank range for starship weapons and a defined approach vector, that makes it very defensible against navies mounting anything less than a massive and overwhelming assault without regard to casualties. Assume that it isn't aligned with any pirate faction and no single government gets too annoyed at it and things work out. Absolutely nothing about the aboleth being imprisoned here like the history overview said. I put D&D gibberlings, HPL flying polyps, a modron base, a couple mining camps (the free love tie-dye yeti mining commune got wiped out by the PCs leading a half million gibberlings that direction), and hidden shrines/laboratories/pirate loot caches. My aboleths and mind flayers have their own crystal spheres that they own/conquered/evolved in/whatever.

    If you care there's a really dark picture in the Pandemonium section. Really really dark but with barely a hint of something in it. I pulled it out, put it in GIMP and did some image manipulations. It's a cave from the Elder Scrolls 4 game with a dead rat on the floor. That's it, dead rat in the darkness. About as scary as stepping on half a mouse (blame the cat) with your bare feet at night on the way to the bathroom in the dark.

    That's all folks. That's your setting, warts, typos, inconsistencies and all.

    Oh, wait. I forgot that book 1 has an index. I'll check...

    Hey, "General Guidelines and Glossary", I'd forgotten about this bit.

    Ok, black text n brown-grey background is annoying. Have fun, if it isn't broken don't fix it, if it is broken do something about it. In general round all fractions down, even the ones that are over half, unless something says otherwise. I'll go back over my vehicle changes to see what that does, otherwise there aren't many fractions unless you count dividing damage by resilience which is an explicit round down.

    Characteristic changes, may often change things other than just rolls, like changing dexterity affects static defense and speed. Constitution and composure changes hit points and resolve. Oh, it's the explicit "lose HP when the stat goes down" thing. Yeah, I threw that away. HP & resolve go up when the stat goes up, but when it goes down it goes down as a cap rather than as additional damage.

    Examples: Original -> 2x(Will 3 + Con 3) = 12 HP, a spell boosts CON to 5 -> 16 HP, take 15 wounds -> 1 HP, spell wears off & take another 4 wounds -> crit 3. Honestly I feel it's just a nuisance and the hit locations & different damage types make a merry mess of it. My way -> Same 12 HP, take 2 wounds -> 10 HP, something gives you -2 Con -> 2x(3+1)= max 8 HP -> HP reduced to the new maximum instead of taking 4 more untyped wounds to probably the body location.

    Bonuses from different sources stack, bonuses for the same source don't. Unless there's something specific that says otherwise. Recasting the False Life spell over and over will not give you hundreds of temp HP, six necrometal armor pieces will not give people a -12k0 penalty to hit you.

    Glossary:
    * You are your own ally & may freely consider anyone an ally or enemy at will, whenever you want. You're allowed to swap someone ally/enemy as much as you want.
    * Blinded: autofail sight perception & ballistics tests, -2k1 weaponry tests & most other vision using tests, grant combat advantage (+5 to attackers rolls to hit).
    * Character == creature == character. There isn't a jankey 'parse the rules for advantage' thing going on here.
    * Concealment increases static defense. Cover adds armor to what it covers.
    * Crystal sphere: A barrier around a system. Looks like dull hazy glass from the outside, not transparent. Getting in is compared to sailing ships having to find a way through a reef. Not amazingly useful except for the visual description.
    * Dead: Dead is dead. Corpses make fine doorstops.
    * Free actions: Any number up to a reasonable amount that the DM says.
    * Half action: Can't take the same one twice in a turn.
    * Grappling: Reduces the actions that you can take. This may restrict or prevent spellcasting. I'll have to look into that.
    * Incorporeal: Can only be hurt by artifacts & power field weapons, may pass through regular matter. I personally also let sealed & omnidirectional force fields hedge them out.
    * Initiative: Rolled each round. I haven;t been doing that, it makes certain things a bit better. Will start. Also called out as 1d10 + Dexterity + Composure (as in 1d10+3+1, NOT 5d10). Need to compare with the combat sections, I think they said 1d10 + Composure.
    * Natural weapon's use brawl and can't be broken or disarmed. Sort of an exception for when you tear off the arms with criticals, I'm pretty sure they can't use claws then.
    * Opportunity attack: Called out as once per round. Pretty sure the combat section said once per turn.
    * Perfect attack and perfect defense were apparently dropped as part of a revision at some point. They're in the glossary but there are no such abilities elsewhere.
    * Restrained: Tied up. -1k0 to attack rolls, grant combat advantage, if it includes the legs you're also immobilized. Hrm. Probably might want a note about DM adjunction & partially vs. fully restrained limbs.
    * Rogue trader: An insanely rich & powerful merchant. No referenced elsewhere in the book as I recall.
    * Spelljammer = starship = spaceship = voidship = etc., etc.
    * Stunned: Cannot take actions & grants combat advantage. Explicitly NOT helpless or unaware.
    * Test, check, roll, etc.: Roll when determining failure (& margins of success) is important. Most daily tasks don't require rolls.
    * Throne: Currency, not used in the rules.
    * Unconsious: No actions & unaware. Still better than being dead though.

    Cant: Sigil slag lifted from the Planescape stuff. You care or you don't. I generally don't unless there's a Sigil native that I'm RPing who would use it.

    OK, finally. Done.

    Now I just need quite time at home to review everything, put it in some sort of order, compare to the original text, put in 'this is where that change/fix goes', and then some editing passes. Maybe I'll see about inserting it as comments/ edits/ alternate pages into the PDF. There's also the ability to put Javascript into PDFs, I need to look into that. Then I could include the dice roller, statistical roller, and warp crap roller into the PDF as their own pages with buttons. I mean, I've been doing this on lunch breaks at work. Family is not conductive to quite time at home.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Quote Originally Posted by Telok View Post
    Gehenna

    Blurb: The sphere's physics have made all the planetary bodies into 'geothermal furnaces' but there's no unexpected changes at the personal level. Um, "four main planets like twin volcanoes hundreds of thousands of kilometers tall and joined at the bases", I got nothing, can't visualize it. Uncounted mountain-sized flaming rocks orbit around everything. The closer to the main star the more active the geology gets.
    I get the mental image of 4 planet sized d10s with volcanos at each end, and the rest of it looking like Mustafar from Revenge of the Sith. Surrounded by other giant dice, with volcanos at each sharp cornor as well.
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    Warforged Upgrades
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Ah, each planet as "two volcanoes". That makes much more sense. I thought it still going on about all 4 at once.

    Honestly I think more Io with rock instead of ice. And higher gravity since they're each one several Earth masses, I think.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    I think Io is volcanic. With rock and such. Enceladus, one of Saturn's moons, is the one spraying water and ice into the space around Saturn.
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    My memory has deceived me! I have mis-remembered among the 8 largest moons of Jupiter! Oh shame! Oh angst! How shall I ever live?

    Ok, all better now.

    In related news I picked up a pdf of Traveller spaceship mishaps that I'm translating into a DtD chart. Its intended to give a bit more variety and detail to the generic "trouble" results were you have to make everything up. Of course over the weekend I got maybe half way through in about 2 or 3 hours all while other people were napping. It may be next weekend before I can finish with it.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    It's taken me quite some time (more than two weeks, possibly more than three) simply because I had to work on it at home. It's rather annoying how much more I can get done on a few lunch breaks with my phone then sitting at my actual computer. Ah, well, that's life.

    Checking the glossary entries against the 'how to play' section:
    * The combat section has initiative rolled only at the beginning of combat. The glossary says every round. Make it an optional rule? However it is 1d10 + Dexterity + Composure.
    * Grappling shuts down spell casting. Grabbing the Blink spell isn't an auto-escape.
    * Opportunity attacks are once per turn in the main text, not once per round as in the glossary.
    * Restrained is unchanged, mentions the leg thing, and still no mention of possibly being unable to use an arm.

    At some point I scored a PDF of spaceship malfunctions for some version of Traveller (I only do the original Traveller, with mods for modern gmips if I'm running it.). Let's mod that into DtD40k malfunctions and damage. Give a little more variety in space mishaps that the DM doesn't have to make up out of whole cloth.

    Let's see there's references to task checks, easy-routine-difficult-formidable, recalling that Traveller is a 2d6+skill system. Call those, hmm, 10-15-20-25 mostly matches the descriptions. 6k3 does 51% at 25, 82% at 20, and doesn't usually worry about 15s. 4k2 does like 26% for a 20. Yeah, OK, that'll match up decently.

    1d10 -> 1: hull, 2: electronics, 3: environment, 4: crew, 5: computer, 6: power, 7: drives, 8: weapons and shields, 9: shuttles & fighters, 10: re-roll or use a normal ship critical hit.
    You could be instructed to roll for another mishap or malfunction. Such rolls could use 1d5, 1d10, or 1d5+number.
    For rolls of 1dX-number (1d5-4, 1d10-8, etc.) that end up as less than zero treat the result as zero or 'nothing new happens'.

    * Hull. 1d5 -> 1 & 2: atmosphere loss, 3: landing/docking gear, 4: airlock, 5: fire.
    * Electronics. 1d5 -> 1-3: sensors, 4 & 5: communications
    * Environment. 1d5 -> 1: life support, 2: gravity control, 3: inertial compensation, 4: plumbing, 5 galley
    * Crew. 1d5 -> 1-3: illness, 4 & 5: injury
    * Computer. 1d5 -> 1 & 2: software, 3: storage, 4 & 5: hardware
    * Power. 1d5 -> 1-4: problem, 5: emergency
    * Drives. 1d5 -> 1: Geller field, 2: hull cooling, 3: main thrusters, 4: directional thrusters, 5: gyroscope
    * Weapons & shields. 1d5 -> 1 & 2: control, 3 weapon, 4 & 5 shields
    * Shuttles & Fighters. 1d5 -> 1: bay doors, 2: fuel depot, 3: loose craft, 4 & 5: shuttle malfunction

    Extended repairs and shipyard repairs: Any issues left unresolved (assuming they don't destroy the ship or kill all the crew) are completely fixed during an extended repair or shipyard repair. Unless, of course, they say they can't be fixed that way.

    All caps: Statements in all caps refer to ship stats or other mishap results. Ship stats indicate crew damage, hull damage, sensor roll modifications, etc. The phrase CREW QUALITY in reference to a roll means that you should roll (2x crew quality)k(crew quality) if a generic crew member needs to make a roll. [Crew quality 1 = 2k1, quality 2 = 4k2, quality 3 = 6k3, quality 4 = 8k4, quality 5 = 10k5]

    EVA & hazardous EVA: Someone has to go outside the hull to fix things. If this is done in a hazardous environment (space, toxic atmosphere, high gravity, combat, etc.) failing the check by 10 results in a CREW casualty for regular EVA. For a hazardous EVA failing check by 5 results in a CREW casualty and failing by 15 inflicts another mishap on the ship.

    Time references: Some things may happen during space combat and some of them may happen outside of space combat. In space combat use the 'rounds' reference and make engineering action, arcana action, etc., rolls. Out of combat use the 'minutes/hours' reference and the individual characters leading the repair, rescue, or other fix attempts make the skill+attribute rolls as usual. Some things only really matter out of combat, at least after the initial rolls are resolved, and thus their repairs do not mention a time in rounds. You can still assign crew to fix them in combat if you wish.

    No skill or attribute mentioned: These rolls are generally reserved for things that require a significant number of the crew to resolve, but that they'll resolve in the normal course of their duties. In ship combat make a free (no CREW allocation required) CREW QUALITY check. You may also allocate crew to the action as normal during the combat round. Out of combat it takes the listed amount of time for each check to happen, just in case time matters.

    No crew action mentioned: If an entry has a skill + attribute roll but no crew action (engineering, arcana, tactical, command, etc.) then it's a one person job. If a random crew member is attempting it they normally roll as per a CREW QUALITY roll.

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    ** Hull **
    Atmosphere loss. 1d5 -> 1 & 2: minor, interior repairs required, DC 15 engineering/tech, each [rounds/30 min] take a 1d5-4 CREW casualty. 3 & 4: major, evacuates the section, hazardous EVA, DC 15 engineering/tech, each [round/10 min] take a 1d10-6 CREW casualty. 5: catastrophic, explosive decompression of the section, unsuited personnel are killed (1d5 CREW casualties) unless void-suits are available and they make a DC 20 [Tech-Use + Dexterity or CREW QUALITY] check, hazardous EVA, repairs take DC 20 & 2 hours.

    Landing/docking. 1d5 -> 1 & 2: jams closed, attempts to land/dock inflict 1d5 HULL DAMAGE, DC 20 & 1 hour to fix. 3 & 4: jams open, entering/leaving or high speed flying around in the atmosphere inflicts 2k1 HULL DAMAGE, DC 20 & 1 hour to fix, 50% chance it also requires EVA. 5: collapses on the next use, as JAMS CLOSED but requires a DC 20 Arcana check or manual inspection to notice before a landing/docking attempt is made, on an landing/docking attempted it destroys the landing/docking gear which requires an extended repair or shipyard replacement.

    Airlock. 1d5 -> 1 & 2: won't open, DC 15 & 30 minutes. 3: outer door jams open, EVA, DC 20 & 1 hour. 4: inner door jams open, DC 20 & 1 hour. 5: catastrophic, explosive decompression of the section, unsuited personnel are killed (1d5 CREW casualties) unless void-suits are available and they make a DC 20 [Tech-Use + Dexterity or CREW QUALITY] check, hazardous EVA, repairs take DC 20 & 2 hours.

    Fire. Decompression of the affected section automatically puts out the fire. 1d5 -> 1 & 2: minor, non-critical area of the ship, DC 15 every [round/20 minutes], each failure causes another malfunction rolled on 1d5. 3 & 4: major, several sections are affected, DC 20 every [round/10 minutes], each failure causes another malfunction rolled on 1d10. 5: critical, a very important section of the ship has a major fire, DC 25 every 10 minutes, each failure causes another malfunction rolled on 1d5+5.

    ** Electronics **
    Sensors. 1d5 -> 1: shorted out, DC (1d5 x 5) engineering/tech, each [round/hour] until its fixed apply a -50 modifier to any sensor rolls. 2: damaged sensor disk, EVA, DC 15 engineering/tech, each [round/hour] until its fixed apply a -50 modifier to any sensor rolls. 3: stuck on, the sensors are continually active until something gets cleared out or unjammed, no form of stealth is possible while this persists, DC 15 arcana & 30 min. 4 & 5: garbage in & out, the next attempt to use active sensors returns gibberish, DC 20 arcana & [1 round/10 min] to re-set something.

    Communications 1d5 -> 1: the in-ship intercoms and broadcasts are down, DC 15 engineering/tech & 2 hours, until they are fixed your command actions will not affect your crew. 2-4: external communications are cut off, DC 20 arcana & 30 min, 50% chance it requires EVA. 5: stuck on, DC 15 perception/CREW QUALITY each [round/20 min] to notice that the 'broadcast' light is still on, DC 15 arcana/engineering/tech & 10 min, if it's left on in combat your enemies get +5 on rolls for their reactions to you and on rolls to shoot or ram you.

    ** Environment **
    Life support. 1d5 -> 1: lights out, DC 15 engineering/tech, 10 min, -1k0 all crew checks until fixed. 2: water recycling, no effect for about 2 days, DC 15 engineering/tech, 30 min. 3: air pressure goes off, still within liveable ranges, DC 20 engineering/tech, 30 minutes. 4: temperature controls freeze in the 'cold' position, in about 3 hours it will drop below freezing, three hours after than people may start dying, DC 20 engineering/tech, 2 hours. 5: air purifiers are fouled, air will become un-breathable in MAX CREW hours, DC 20 engineering/tech, 2 hours.

    Gravity control. 1d5 -> 1 & 2: slightly annoying fluctuations, DC 15 engineering/arcana/tech, 10 minutes. 3: annoying fluctuations, DC 20 engineering/arcana/tech, 1 hour. 4: no gravity, DC 15 acrobatics + dexterity or CREW QUALITY and DC 25 engineering/arcana/tech, 2 hours, until fixed -1k0 all crew actions unless the dexterity/CREW QUALITY save is made first. 5: gravity increases 1d5 x10 m/s, people with lower strength than the gravity are immobilized, if the gravity is 5g or more everyone is gains a level of fatigue each [round/30 minutes], if the gravity is 6g or more people start dying in 6-constitution hours, DC 15 strength + athletics or CREW QUALITY and DC 25 engineering/tech/arcana & 2 hours, alternately -> DC 15 strength + athletics or CREW QUALITY and DC 20 tech-use to turn off the gravity (then you fix it with the DC 25 check later).

    Inertial compensation. The compensators are what keep people from smashing into walls when the ship makes a sudden turn. Any time the ship makes a turn, evasive manoeuvrers, or adjust speed action roll athletics + dexterity, acrobatics + strength, or CREW QUALITY against DC 20 and take 1d5 [wounds/CREW casualties] on a failure. Repairs are DC (1d5 x5)+5 using engineering/arcana/tech.

    Plumbing. 1d5 -> All the toilets overflow, people are unhappy. DC 15, 30 minutes.

    Galley. 1d5 -> 1 & 2: busted equipment, food cannot be properly prepared & may have to be eaten raw, DC 10 tech-use & 1 hour. 3: mild contamination, see MILD ILLNESS under the crew mishaps, DC 10 & 1 hour or replacement food stores. 4: serious contamination, see SERIOUS ILLNESS under the crew mishaps, DC 20 & 1 hour or replacement food stores. 5: slagged equipment, as BUSTED EQUIPMENT but DC 25 tech-use & 1d10 hours if sufficient replacement parts are available, if it has to stay broken make a DC 15 check every few meals to see if the cooks produce a MILD ILLNESS result.

    ** Crew **
    Illness. 1d5 -> SERIOUS and MORTAL illnesses can by "contained" by complete isolation of the infected. Treat this as rolling zero on the medic checks but the illness cannot continue through the rest of the crew. 1 & 2: mild illness, 1d10 of the CREW are unavailable for extended non-combat actions for 2d10 days, DC 10 medic makes it go away after the first day. 3 & 4: dangerous illness, 2k1 of the CREW are unavailable for 3d10 days, DC 20 medic makes it go away after 1d5 days otherwise repeat this every 3d10 days, failing the medic check by 10 kills 1d5 CREW. 5: mortal illness, 4k1 of the CREW are stricken and unavailable for 4d10 days, a DC 25 medic makes it go away in 1d5+5 days otherwise repeat this every 2d10 days, failing the medic check by 10 kills 2k1 CREW.

    Injury. 1d5 -> 1-3: an incident has injured one CREW, they are unavailable for regular duty but are otherwise still alive and kicking, DC 15 medic and one [round/hour] will restore them, they will recover on their own in 2k2 days. 4: serious injuries are inflicted on one CREW, they are hospitalized and unavailable until they heal, DC 20 medic and 1 day will allow then to resume their duties in 2k1 days, failing the check by 10 or more kills them. 5: something blew up and inflicted mortal injuries, one CREW is knocked out and they will die unless a DC 25 medic check is made in the next [round/hour], recovery takes 1d5+1 weeks.

    ** Computer **
    Software. 1d5 -> 1: program fault, bonuses or abilities for the spaceship from consoles that are or include computers are no longer available until a DC 15 engineering/tech use check is made. 2: ship system failure, roll 1d10 and 1d5 again on the mishap table to see what ship function goes offline, it can be restarted with a DC 25 engineering/tech check in [1 round/5 minutes]. 3: data wipe, all stored data is lost, offline backups or repurchasing the data is required, all navigation checks are at -10, a tech-use/luck(arcana officer level) check against DC 25 indicates that someone made an offline backup (if that wasn't already stated by the players), restoring and verifying everything takes 1d5 hours. 4: fire control programs crash, restart immediately as a DC 25 tech-use + intelligence check by the chief gunnery officer or treat this as a SHIP SYSTEM FAILURE. 5: security and anti-hijacking personnel files are lost, if the ship possesses murder-servitors treat this as an immediate 4k2 boarding attack and the console is considered damaged until the servitors can be repaired or replaced, otherwise treat this as a SHIP SYSTEM FAILURE that affects another system each round, DC 20 engineering/tech to turn off the security systems in [1 round/30 min] and DC 25 engineering/tech to restore them to working order in [1 round/2 hours], failing either check by 10 or more will activate any self-destruct consoles on the ship with a [1d5+1 round/5d10+10 min] count down.

    Storage. 1d5 -> 1-4: partial memory fault, a portion of stored data is lost, treat this as a less severe and partial SOFTWARE:DATA WIPE event, DC 15 engineering/tech & 2 hours to recover data. 5: storage media failure, all stored data is lost, all navigation checks are at -10, offline backups or repurchasing the data is required and the media must be repaired or replaced, first a DC 15 engineering/tech taking [1 round/15 minutes] to restore the physical media, then a tech-use/luck(arcana officer level) check against DC 25 indicates that someone made an offline backup (if that wasn't already stated by the players), restoring and verifying everything takes 1d5 hours.

    Hardware. 1d5 -> 1-4: partial computer hardware failure, treat this as a SOFTWARE:PROGRAM FAULT result. 5: system overload, all networked computers cease functioning, ship is paralysed except for things that can function purely by manual analogue controls, engineering/tech DC 25 and add the SOFTWARE:DATA WIPE event.

    ** Power **
    Problem. 1d5 -> 1-3: safety overrides, the safeties keep tripping preventing all divert power and adjust speed attempts, DC 15 engineering/tech, [1 round/20 min]. 4 & 5: major problem, half power until fixed (1/2 speed, -10 sensors & acceleration & manoeuvrer, shields do not regenerate, 1/2 beam & cannon damage, no divert power actions are possible), DC 20 engineering [2 rounds/1 hour], if the check fails by 10 or more go to EMERGENCY:CATASTROPHIC.

    Emergency. 1d5 -> 1-3 major problem, treat as PROBLEM:MAJOR PROBLEM. 4: emergency shut down, the safeties automatically take the power plant offline, to override the safeties and perform a temporary patch check DC 25 engineering/tech [1 round/10 minutes], then treat as an un-fixable PROBLEM:MAJOR PROBLEM until the next extended repair or starport repairs, to fix during an extended repair is DC 25 engineering, if either roll is failed by 10 or more go to CATASTROPHE. 5: catastrophe, the power plant goes critical, make a DC 25 engineering/tech roll in the next [round/5 minutes] to shut it down or it will explode, explosion causes all CREW in that section & working on the power plant to die - inflicts an additional & unrecoverable 1d10 CREW casualties - inflicts 2d10 HULL damage - and roll again on the mishap table at 1d5+5, one it is shut down it can be patched and restarted by treating it as an EMERGENCY SHUT DOWN event with the DCs increased to 30, failing the roll by 15 or more causes it to immediately explode.

    ** Drives **
    Geller field. 1d5 -> 1-3: minor emitter fault, get one of the Geller field emitters out of storage and replace it, hazardous EVA engineering/tech DC 15 in 2 hours. 4: emitter array blowout, several Geller field emitters have exploded, get several of the Geller field emitters out of storage to replace them, hazardous EVA engineering/tech DC 20 in 6 hours. 5: Geller field collapse, the whole thing goes "Pfft!", repairs require a starport or extended repair session (engineering DC 25, failure by 10 causes it to appear to have worked normally but fail at the first unusual warp event).

    Drive cooling. 1d5 -> 1-3: coolant loss, some of the drive coolant has vented into space and there isn't enough left to run the drives at full power, reduce speed by 1/2 and acceleration by -20, any attempt to change course or evade or divert power to engines or adjust speed works normally but each one has a cumulative 1/5 chance of causing an overheating coolant diversion event that cooks 1d2 CREW, repaired with EVA at DC 15 engineering in [2 rounds/2 hours] 4 & 5: total cooling system failure, if the drives are fired the waste heat will start cooking the ship, doing anything but drifting along will cause interior heating that cooks 1d5 crew, repairs are engineering DC 20 hazardous EVA over 4 hours.

    Main thrusters. 1d5 -> 1 & 2: minor wiring fault, reduce speed by 1/2 and acceleration by -20, DC 15 engineering/tech, [1 round/30 min]. 3 & 4: major issue, reduce speed by 1/2 and acceleration by -20, engineering DC 20 & 4 hours. 5: serious thruster failure, the ship may not change course or velocity until DC 25 engineering/tech repairs are made after 6 hours, on a successful repair reduce speed by 1/2 and acceleration by -20, only a starport replacement can restore full function.

    Directional thrusters. 1d5 -> 1 & 2: thrusters on one side fail, pilot rolls are at -2k1 and manoeuvrer is at -10, repaired on an EVA engineer/tech roll of DC 15 [1 round/1 hour]. 3 & 4: manoeuvring thrusters system failure, the ship cannot turn or evade, EVA engineer roll at DC 20 [2 rounds/2 hours]. 5: one side is stuck on, the ship cannot evade or go straight and must turn in the same direction every round (50%/50% left/right if you're using a 2d space map), hazardous EVA engineering at DC 20 [1 round/30 minutes].

    Gyroscope. 1d5 -> 1 & 2: wobbly gyroscope, pilot rolls are at -1k0 until repairs are made, engineering/tech DC 15, [1 round/30 minutes]. 3 & 4: major problem, the fail-safes engage and spin the gyro down, all piloting rolls are at -3k2 until the fault is corrected and the gryo is spun back up, engineering/tech DC 15 [2 rounds/2 hours]. 5: the gyro breaks free and tears through the engine room, roll 1d5 on the DRIVES:MAIN THRUSTERS mishaps, internal explosions deal 1d10 HULL damage and 1d10 CREW casualties, all piloting rolls are at -3k2 until the gyroscope is replaced at a starport with major repair or ship construction facilities.

    ** Weapons & Shields **
    Control. 1d5 -> 1-4: the controls for a single weapon stop working, the ship cannot use that weapon until repairs are made, DC 15 engineering / tech / gunnery / arcana in [1 round/10 min]. 5: array controls disabled, beams cannot be organized into arrays until the controls are fixed or re routed, DC 20 engineering/tech [1 round/10 min].

    Weapons. 1d5 -> 1-3: a single weapon is damaged and will not fire, DC 20 engineering/tech/gunnery [1 round/10 min] to patch it until the end of the fight. 4: explosion in fire control, take 1 CREW casualty and all of the weapons in the forward or aft (50/50 chance) sections are disabled until fire control is rerouted to an auxiliary station, DC 15 engineering/computers/arcana [1 round/30 min]. 5: torpedo magazine explosion, if the ship has any torpedoes they explode dealing 1d10 HULL damage per remaining torpedo and 1d5 CREW damage, now there are no more torpedoes.

    Shields. 1d5 -> 1-3: shield flickers, double the disruption of any weapon hits until the problem is fixed, DC 15 engineering/arcana [1 round/20 min]. 4: temporary power loss, the shields lose 1d10 points and will not regenerate next round. 5: shield generator failure, unless the chief engineering office can make as immediate tech-use+composure DC 25 roll the shields will fail at the end of [the next round/5 minutes], if the engineering officer is unavailable roll CREW QUALITY instead.

    ** Shuttles & Fighters **

    Bay doors. 1d5 -> 1 & 2: won't open, DC 15 & 30 minutes, no launches or landings until it is fixed. 3 & 4: doors jam open, EVA, DC 20 & 1 hour. 5: catastrophic, explosive decompression of the section, unsuited personnel are killed (1d5 CREW casualties) unless void-suits are available and they make a DC 20 [Tech-Use + Dexterity or CREW QUALITY] check, hazardous EVA, repairs take DC 20 & 2 hours.

    Fuel depot. 1d5 -> 1 & 3: fuel spill, no immediate effect, the crew will clean it up in [3 rounds/6 hours] unless another SHUTTLES & FIGHTERS mishap is rolled, then roll CREW QUALITY against DC 20, failure indicates an explosion that does 1k1 HULL damage plus 1d5 CREW casualties and destroys one of the ship's two shuttles (no more than 4 CREW can be used in any shuttle based boarding action until a new shuttle is acquired). 4: all fuel is lost, no more shuttles or fighters can by deployed or used until you find somewhere to get more high-energy fuel. 5: boom, an explosion that does 1k1 HULL damage plus 1d5 CREW casualties destroys one of the ship's two shuttles (no more than 4 CREW can be used in any shuttle based boarding action until a new shuttle is acquired).

    Loose craft. 1d5 -> 1 & 2: docking clamp failure, there's a shuttle rolling round uncontrolled on the flight deck, no more shuttles or fighters can be launched or landed until it has been secured again, check CREW QUALITY against DC 15 each [round/30 min] until they get it under control. 3 & 4: back-flip, a shuttles has managed to flip over on it's back, no more shuttles or fighters can be landed or launched until its moved out of the way in [2 rounds/1 hour] and you're down a shuttle and no more than 4 CREW can be used in any shuttle based boarding actions until repairs are made at the next extended repair or starport (or you do something like steal a replacement of course). 5: roadkill, someone(s) got squished, take 1 CREW casualty.

    Craft malfunction. General: If a shuttle is unavailable no more than 4 CREW can be used in any shuttle based boarding action until the damaged shuttle is fixed or a new shuttle is acquired. Ships normally have 2 shuttles.
    1d5 -> 1 & 2: shuttle won't work, someone will have to make a Tech-use+Intelligence roll against DC (1d5)x5 and it takes 1d5 days to fix it any ways. 3: weapons fire, a shuttle or fighter misfires it's weapons inside the hanger, if you have assault shuttles but no fighters take 1 HULL damage and 1d5 CREW casualties, if you have fighters but no assault shuttles take 2k1 HULL damage and 1 CREW casualty, if you have both its a 50%/50% change which one happens, if you have neither then your peace-nik ways have saved you (this time). 4: indoor launch, one of your shuttle's engines lit off while the doors were closed and the craft was pointing the wrong way, 2d10 HULL damage and 1d5 CREW casualties, make a CREW QUALITY check or the Tactical Officer can roll Command+Composure against DC 25 to prevent the loss of both shuttles. 5: vehicle damage, with a small "Oops." one of your shuttles loses half of it's full hit points and suffers two vehicle critical damage rolls, it will need to be repaired before it can safely be used again.


    Now to integrate that whole slew of things with the regular ship critical damage table. Ok how about "If the ship suffers a 1, 4, 8, or 10 result on the critical damage chart (two of those are ongoing damage and two are disabled consoles) the ship taking damage can choose to roll on the mishap charts. If people are tired of the spelljammer critical hit chart you can just straight up use the new chart or you can have it be a 1/10 chance per critical to jump to the new chart. In addition any roll of 11+ on the Warp Encounters Chart can use the DRIVES:GELLER FIELD sub-chart and the daemonic incursion event (9) or Plague of Madness (8) can use this chart to resolve precisely what sort of mischief is happening."

  15. - Top - End - #165
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Update: Working on a semi polished book 1 errata/notes/options.

    Have figured out how to put javascript programming into a pdf. I can put the dice stats, roller, and expanded warp crap rollers into the pdfs. Need to see if there are 3rd party or freeware (prefer *nix versions) capable of doing so or if I'll have to fool with AdobePro & see f I can get that free/cheap. May also need to fire up my Winpoo partition on the home comp if no linux versions of stuff available.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Still chugging away. Almost done with the text of the book 1 errata/update/whatever.

    Need to snag a free PDF reader for linux that will do the javascript in PDFs so I can test a couple things for having added a calculator to a PDF page.

    As a bonus today though:

    https://drive.google.com/file/d/1Y4y...ew?usp=sharing

    https://drive.google.com/file/d/1AfE...ew?usp=sharing

    Those are html files. Web pages. One is the dice percentages calculator, the other is the die roller. They are both now free of needing to use bootstrap or jquery. That means they ought to work anywhere on pretty much any browser, even offline.

    Save them anywhere, open them with a browser (it'll probably be the automatic choice any ways), skip adding up dice. The roller does the total and tells you how many 10+s you rolled, then it does a hit location, then it does the total with as few 10s as possible (for the casters out there who don't know how to fetter) and tells you if you had to keep any 10s any ways, then it calculates the half values for your parry & dodge attempts.

    If any of these web services that claim to fully convert html to pdf are actually telling the truth then I could maybe avoid having to pay for a adobe acrobat pro license just to make two freaking pages at the end of a free pdf. Or maybe I'll just shrink the font down and stick the straight html code in a box and tell people to learn how to copy and paste.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Been thinking about the jam rates for guns.

    Default is a jam if you roll more 1s than your level on attack. Took a hour to brute force a basic table on 10 million tries per dice per level... half a billion sets of rolled dice? Something like.

    Default hits 5% rate at L1 at 4 dice, L2 at 9 dice, L3 maxxes at 1.28%, sort of punishing more skill, aims, and full auto.

    Ok. Default penalizes skill and proficency over level. Change to more 1s than skill penalizes proficient level over skill. Hm, more 1s than higher of proficient level OR skill? Then it stops mattering at skill or level 3. Maybe jam on more 1s than 10s and if porficient then also more 1s than level? Cuts the jam rate by a bit more than half if prof (10s & 1s equally likely). Unsure.

    Default tableish
    Spoiler
    Show

    L1: dice, %
    2,1
    3,2.79
    4,5.24
    5,8.16
    6,11.43
    7,14.96
    8,18.7
    9,22.49
    10,26.37

    L2
    3,0.1
    5,0.86
    6,1.58
    8,3.81
    9,5.28
    10,7.02

    L3
    4,0.01
    8,0.5
    9,0.83
    10,1.28

    L4
    6,0.01
    10,0.16

    L5
    9&10, 0.01 (rounding)

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    I just caught up after getting busy and loosing track of the thread for a while. Once again, so many crazy-fun bits.

    Wow things are messy in the setting.

    I really like the damage for the ships. Especially since if I go back to homebrewing I think I will be working on a system where a spaceship gets damaged a lot. And now I am tempted to make those tables WAY more complicated.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Embrace technology, automate large tables.

    The ability to put lightweight programming in pdfs and distribute web pages as stand alone files is something the industry should embrace. The industry leaders are all still in the "print books -> pay to advertise -> got users -> monetize users through paywall" mentality. Pazio might be getting the hint as the aonsrd.com site actually helps drive Starfinder play and purchases but they still haven't figured out what the web games did, that some free stuff gets you users and acts as advertising.

    Well, I ought to code up the warp crap charts I made into a similar web page. Four charts of 20 to 50 items each with some "roll twice on the previous chart" and "roll on the next chart". Not something you'd want to do by hand a lot. But better than the charts in the book if you roll warp crap more than 10 times. The engine itself is trivial: it reads the lines into an array and chooses one at random, then checks the chosen line for XdY, XkY, and other special text, does any rolls or extra rolls or kicks over to another chart as indicated.

    As a bonus once you've automated a table it's trivial (assuming it's done right) to add more options (and sometimes more features) later.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Book 2 text update

    Book 1 text update


    Whoo. My personal errata for the game. Now, more choices.

    Family means that I can't usually work on my actual home computer. I can however, and it makes no sense to me, work on an obsolete "Eee Pc" pocketbook computer that I got surplus and free off an IT uncle ten plus years ago. The poor thing has a 32 bit processor for Crom's sake. Editing PDFs on this little thing is likely to be torture. But I can build web pages with a bare bones text editor. So I'll probably work on putting out automated random tables. I suppose I could eventually compile the different generators into a single fancy pants page.

    I still don't have a freeware editor that can do fully functional forms and javascript in PDFs. I have two that I need to try but, again, using the actual computer sends people into fits for some reason. Still, making the web pages translates the mechanics of the tables into javascript, which will make the process much faster once I can get these people to go to bed and leave me to my typing.

    Now, I know I want to do the notes and short discussion/optional rules as annotations or pop-up notes in the PDFs. It'll take going in and fooling with the PDF to see which tables will fit, but I can always add additional and expanded tables as appendices with a hyperlink in the PDF to go back and forth (on page XX link to page YY where the optional expanded table is, on YY link back to XX because that's where the original table was). I guess I'll just have to see how the rest of the stuff fits as I go along.

    Oh, yeah. Any feedback on the werewolf changes, new spells, or completely reworked gun katas?

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Book 2
    Spells look good.
    Tin Star (p90), it should read "You can use trick shots with pistols." Not "You can use trick shot pistols."
    Drivetrain notes (p96) I feel like there should be a note for trains and other such vehicles not needing to buy maneuverability, but not sure.
    Everything else looks good.

    Book 1
    Spirit Sight (p81) I personally, would reverse the sentence placement of the last two sentences. So it would be "You gain the feat Speak Language (Spirits) which effectively bypasses any need to share a language with a spirit, ghost, or elemental. When you are shifted into Wolf Form you can communicate with other canid animals."
    The difference is minor, but it keeps people from thinking they only have spirit speach in wolf form.
    Vengeful (p145) I would add "Werewolves who fail this roll treat it as losing Resolve for the purposes of Temper, Temper." Making it a better two-edged sword for them.
    Untouchables (p148) I would make it "a sphere with a diameter in meters equal to 5 times the number of times the asset has been taken after the first." This keeps the first level from having an AoE benefit, which fits the WH40k blanks idea fairly well.
    Call Item (p158) perhaps allow Conjuration Level items prepared.
    Polymorph (p173) this needs a different name. Wolf Shape? Polymorph implies multiple options, which is another way to go, but more complicated.
    Spoiler
    Show


    Warforged Upgrades
    Blade Lord Vestige
    Soulforged PrC
    Transformers RPG Now Updated as PDFs on Google Drive.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Thanks lightningcat. I'll get to those "soonish".

    For the rest of all,
    Happy holidays, it's the expanded warp crap roller in html webpage form. https://drive.google.com/file/d/1mPM...ew?usp=sharing

    The guarantees are 1) It's easy to edit entries in any text editor if you feel the need, and 2) IE is crap that I only support at work because I'm paid to*.


    * Translation: If it doesn't work on IE you should join the 21st century and use a real browser that implements standards instead of screwing the users.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Oopsie. I found an error in the warp roller.

    Fixed version: https://drive.google.com/file/d/1PTy...ew?usp=sharing

    I incorporated your suggestions lightningcat, mostly.

    I left Call Item as a single item but cut the TN for the free action call down to 10 + 5x size of the item. It's now also 'an item that you can easily hold in your hands' which opens up more possibilities (beyond the already ever popular Bag of Holding). I think that one item is OK, the first level spells aren't world shaking. The sword schools and gun kata you have to buy a rank in the school and then pay for a trick, with the magic schools you just get known spells. I'm sort of trying to keep in mind that lots of people won't play long term campaigns like my groups try to do. Actually, except for Paranoia one-shots, I don't think I've run a game that wasn't a 10 to 14 months of (almost every) weekly sessions. Which, I think seems to be a bit of an outlier?

    The Vengeful hindrance I added the ability to lose a Resolve point to not be vengeful. That will interact nicely with werewolves while still being an optional trigger under the player's control. Plus it makes goading someone in social combat an interesting proposition if they have the trait.

    I renamed Polymorph into Transformation. I think the extra forms thing is handled by the note to be included. Plus you can use it offensively now. That does remind me though, I need to include something about which spells can or should be allowed to be cast in melee without opportunity attacks. By default it's none of them. I may have addressed that by including a 'before then end of your next turn' in some of them, I don't recall offhand.

    I don't think anything needs to be done for the manoeuvrability of vehicles on rails. You can always make it free by taking the -10 option and it could still come up in trying to stunt your subway car into jumping onto another track.

  24. - Top - End - #174
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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    i cant wait to share this madness with an associate who's been busy ranting 40k memes and werewolf at me while i rant back in grognard. He's now trying to hard code a MUSH with Chronicles of Darkness rules.
    Last edited by anthon; 2020-12-27 at 05:52 AM.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Quote Originally Posted by anthon View Post
    i cant wait to share this madness with an associate who's been busy ranting 40k memes and werewolf at me while i rant back in grognard. He's now trying to hard code a MUSH with Chronicles of Darkness rules.
    Tell ya what, I'm pretty fuzzy on a way to integrate the CoD umbra into the 40k/Spelljammer/etc. mashup of a setting. Ask him what/how he'd do that.

    Untill I find a better pdf editor (current gets memory hogging as edits pile up) I'll probably whack out a few more webpage versions of table rollers.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Quote Originally Posted by Telok View Post
    * Translation: If it doesn't work on IE you should join the 21st century and use a real browser that implements standards instead of screwing the users.
    So Firefox. Chrome actually doesn't support video communication properly, but people work around it.

    I'm probably never going to go over the rules (I have no interest in playing this game right now, just marvelling at its insanity) but I may go over the dice roller.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    Happy new year, I guess.

    Link to a html page version of the spaceship mishap roller: https://drive.google.com/file/d/1OP1...ew?usp=sharing

    If you open it in a text editor there are some notes on how to modify stuff if you desire to do so and don't know any programming.

    Thought for the day: 340k is 1/1000th of 340 million. Pick up three d10s, pick a number, think about it.

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    The long slog begins.

    I managed to get the text files into order for the work and figured out the programs I'm using. Began direct text editing where they fit. Will then have to export some (many) pages for formatting & text. Then replace them in the big pdf. Then add all the notes. All while doing a bit of coding in adobe pro during lunch to get the rollers into pdf pages

    A large part of the slog-ness will be how often the rest of the family all naps during weekends.

    UPDATE

    So turning the rollers into pdfs was much easier than I thought. The conversion to web page format with javascript was where the work was. I now have 4 pdfs that will do rolks, calcs, warp effects, and spelljammer mishaps as long as you have a viewer that can do pdf forms. The official free adobe pdf viewer obviously worked in testing. They all have reset buttons so it's ok if you accidentally save them.

    Will post them "soon".
    Last edited by Telok; 2021-01-05 at 05:35 PM. Reason: Update

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    As promised, four rollers in one pdf.

    https://drive.google.com/file/d/10L1...w?usp=drivesdk

    Works with adobe reader, should work with most any reader that does forms I think.

    Edit: Minor update. The pdfs are split into individual pages now. The fonts were extracted and installed (there's one that libredraw insists is in outline when it's really just bold, eh whatever). I'm doing the direct text changes, so far through page 80. Don't get to work on it often.

    Scraped the "official" DtD forums and picked up about 15 or so things to errata/note across both books. Not much.

    However... I can work on lighter stuff on lunch break. So... There's going to be a web page version of a vehicle builder using my changes. Some day, probably after everything else, I'll append that to the mobile app. It probably will not go into the pdfs, too many long tables and controls. Plus for some insane reason the javascript editing windows in adobe pro don't have find/replace, don't even have a find function at all. Utterly cannot find a way to do the javascript & form tools outside adobe pro.
    Last edited by Telok; 2021-01-14 at 11:02 PM. Reason: Update

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    Default Re: [Let's Read] Dungeons the Dragoning 40,000 7th ed. v1.6

    More update: Vehicle builder going well, weapon add template is functioning and does multiple plus micronizing and macronizing. Most base stats in, calculations working. Direct text editing is proceeding, up to about p140 now.

    Now, there are some blank spots in the book. I'm happy to add more pictures, though trying to keep with the overall art themes of the book is difficult using free images. If you blokes want to I'll take suggestions for the following spots

    exalts
    p57 atlantean
    p61 chosen
    p68 paragon
    p73 promethian
    p77 vampire

    assets
    p138 daemonhost (or more sins instead of a picture)
    p141 vampire (or more assets)

    guns
    p206 - p209

    melee
    p213 & p214

    cyber p221

    Free use creative commons or public domain images.

    Update: up to p.165
    Last edited by Telok; 2021-01-19 at 08:03 PM. Reason: Update

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