Showing posts with label Scream Bloody Gore. Show all posts
Showing posts with label Scream Bloody Gore. Show all posts

Thursday, February 25, 2016

BASHCon 2016 Wrap Up

BASHCon was a lot of fun, though the RPG component was pretty sparse. I think the only RPG event that wasn't Pathfinder or Peryton Affiliate game was a Marvel Supers game. I saw a pick up Paranoia in progress, but didn't get to play it. When I walked up to it I was like "Wow dude awesome, Paranoia. It's like one of my favorite, one of the best..." And the guy I said it to was like "Yeah, whatever, we're on break, beat it. You're annoying." So I slunked off.

I only played in one game, Robin's Crystal Rifts of Tartarus. This was a cool trip out to Pluto to fuck up a renegade faction of a MegaCorp's science outpost that was working with extra dimensional beings and Pluto's anti-living natives. She ran it using the Cypher system which I thought was pretty solid. Somewhere I had read that it was no great shakes, and sorta expected a D20 with extra stuff, but instead I found a neat little package. The spending ability scores at varying costs turned out to work fairly well. I think when I had read about the levels of difficulty shifting based on paying points that are also your hit-points my mind started to glaze over and I might've made a jerk off motion at the computer. I was wrong about that, it was easy and neat. Also liked the rolling dodges instead of the GM rolling hits. I'm not sure I'd ever run it, or even buy the book, but I'd definitely play it again. Still haven't decided on the "Blankety Blank who Blanks" character descriptor aspect. I was a "curious explorer who moves  like a cat." I can't figure out if it's cutesy and dumb, or just as good as any other way of giving a class combo. The adventure itself was a  nice combination of fighting and discovery with weird aliens.

I ran three games: Gimme Shelter using Tom's Crawlspace rules, Scream Bloody Gore with DCC, and Jupiter Mining Corp Disaster on Ganymede using a bastard Savage Worlds. Gimme Shelter went well, and I still haven't gotten sick of running it. Tom's UFOlogist ran behind a bus and turned invisible, stole squad car keys and an unmarked car, hit and ran some alien henchmen and staged a getaway in the most heroic action of the night. Jerry's Case Worker crawled to the bottom of the bottle but came out long enough to pick up all the other characters since he at least had a car. I don't know if Liam got that his character wasn't actually the mayor in a political sense, but Mayor of Edgewater Beach was just an honorific. But the character was supposed to be deeply delusional, so I guess this is what people mean when they talk about immersion. I didn't find out until days later that the alien ship summoned at the Rock Hall was a Boston Space Guitar, but, Randy, I'm glad it was.

Scream Bloody Gore I've written about here before. This game was made up entirely of Perytonians (Gimme Shelter on the other hand had one stranger) and was a blast. I had some second level pregens, the party ended up being a cleric, Dunston, Huggin the warrior, Decklin the Slick thief and Wizard Myria. Under cover of darkness the band arrived at a village plagued by maggot zombies. Their introduction to the situation was given by a priest tending to the funeral pyres of afflicted villagers, some who still were not dead at the time of their death. They stopped Priest Luckey from burning a baby, and demanded to know who was in charge. Dunston and Luckey shared the same god, Monolopopia, but Dunston was not familiar with this particular practice. The thief stayed with the baby while Jerry ran out for a minute and the rest of the party was taken to see Haskins, the head priest of the town. En route they were attacked by zombies and Liam got some maggots in his arm. Randy's quick witted cleric reacted with swiftness and amputated the infected limb. Liam's limbless warrior was maybe not as grateful as he could have been for the quick save, but the band played on. Around this time Jerry came back and we caught up with the thief and baby. The thief noticed maggots crawling under the skin of the swaddled lad, so he decided to leave it on the ground and make haste back to the group. This was good because you should never shake a baby. All in together, the band confronted Haskins in his shrine. Had they taken a more circuitous route, Haskins would have been like this guy:

And had killed himself to wield awesome power in undeath. But they caught him while we has making last minute preparations desecrations at the shrine to Monolopopia. The band thought Haskins was behind the maggot zombies though he was not. Still he was uncooperative because he was planning on committing ritual suicide to become an undead menace and gain unimaginable power. Soon a fight broke out and the band took charge. Once Haskins figured he was done for, he began chanting hoping Death by Cop counted as much as Hanging Oneself from a Tree in the many thousand eyes of the dark mad gods. Robin's Myria blasted him with a color spray and stopped the winging it ritual in its tracks. Soon villagers started creeping around, and perhaps somewhat surprisingly if you believe social behavior is rational, did not take well to being told their spiritual leader did not have their best interests at heart. At this point just more than an altar boy Luckey got killed, and the burning of the shrine really pissed off the town, and the villagers attacked. They then were slaughtered. At this point Haskins came to and continued his chant. Myria Charmed Haskins and a villager, and defused the situation. Here began an investigation into what was causing the zombie infestation. A few dead villagers and a not grateful enough populace later the band decided to just get the hell out of Dodge. As they left the village they came to a burning field filled with demons, and that's where we ended.

Sunday wrapped up with Jupiter Mining Company Disaster (on Ganymede). I ran this using the goofy Saveage Worlds Funnel random character generation I tlaked about here. They attribute rolling was unwieldy, unituitive and stupid. Afterwards Robin came up with what I think is a much better solution:
For each ability score roll a d4, d6, d8, d10 and d12. Record which die has the lowest result.
That should work much better and I plan on trying that out soon.
Once we got rolling the adventure went alright, but I sorta fucked up the pacing. I think for the most part people liked the tone, that of Paranoia/Red Dwarf/Black Mirror being about how work sucks. Unfortunately I didn't kill off enough people quick enough, and had two maybe villains which is too much for an under four hour con game.

I'm going to be coming back to Scream Bloody Gore and Ganymede. I think Scream Bloody Gore could work nicely as a funnel. Will report back when I have more.

Here's a photo Tom took of the Crawlspace game. I'm the tubby guy in the white shirt.



Wednesday, August 12, 2015

Adventure Scenario Part Two of Scream Bloody Gore: Zombie Ritual

The following is the outline of a scenario to be run using your favorite fantasy role playing game. Lamentations of the Flame Princess, DCC RPG, Tunnels & Trolls1, OSR clones, D&D (whatever except fourth) and even Dungeon World should all work alright. Stats are left intentionally vague or ignored. This is the second of a ten part series of adventure scenarios inspired by Death's debut album Scream Bloody Gore, sometimes considered the first death metal record.



PART TWO: ZOMBIE RITUAL

The party arrives at the outside of a cave. From within torchlight flickers and sounds of perverse pleasure can be heard piercing ritualized chanting. 
>Mən dit parçalamaq, heç bir zərər ilə mənə geri gələcək kimi, ekastase qaçırılmaq ola bilər ki, mənim söz eşitmək mənim arzu yerinə yetirmək və ehtiyac yerinə yetirmək, mənim heupe yeni həyat ayı Godin yalvarmaq, belə ki!<
If any degree of stealth is employed the cave may be entered without the notice of its inhabitants. 


Once inside a cadre of young people can be seen chanting and passing around an ornate goblet. They are very focused with what they are doing and can be watched unnoticed unless some sort of ruckus is made by the observers.

A few moments after drinking from the cup, each individual cries out in an ecstatic anguish, and writhing maggots pour forth from its orifices.



There is an orgy of anthropophagia and depraved necrophilia. 

Blood violence gore and maggots litter the cave.


Characters ought make a wisdom check, or will saving throw, or sanity type check. 
On a fail, good paladin types get enraged, evil weirdo types get enthralled or aroused, those without a strong alignment pull get sickened.

If not engaged the newly turned zomboid creatures will be content to feast and fuck on and in the carrion until sweet annihilation comes in orgiastic fervor. If they are disturbed, they will attack as a standard zombie with the addition of carrying Zombie Maggots. Unlike standard zombies, they are fascinated with their own devourment, either by another zombie or through autophagia, and are thusly readily distracted. Character's fleeing are unlikely to be pursued. 

If any of the maggots are within 20 feet of a humanoid it will crawl toward them. Treat them as rot grubs or equivalent for combat purposes. If they are able to enter a character, the process of Zombie Maggot Infestation begins (see below).

The goblet that had been passed around appears to be extremely valuable. It is the Goblet of Ydricebonon. It radiates magic and chaos.
Anyone who touches the goblet must make a saving throw or be compelled to drink its contents. It is filled with Vile Gore! You want more! Character is at end stages of Zombie Maggot Infestation. Gloves protect against its effects, but carrying it on one's person carries a one percent cumulative chance per day that Zombie Maggot infestation will begin. Mad necromancers, bored aristocrats and other evil types will pay handsomely for this item.

Zombie Maggot Infestation
Zombie Maggots are crawling toward your brain. It is an unusual sensation of pleasure and pain.
Each game round (or unit of time lasting approximately 6-10 seconds) the infected character gains one ZMI point per maggot he or she is host to, or 10 per maggot for each minute.
Any holy spell, cure wounds, bless, will delay the onset of the zombie madness by reducing the ZMI point by 100 per level of the spell.
The infestation can be removed with a cleansing ritual conducted by a level 8 or higher cleric. The cost of materials for the ritual is 4000 gp.
A 5th level magic-user can transmute the infestation. This however has undesirable side effects as determined by the referee. The cost of transmutation materials is 500 gp.


ZMI Points
Effect
Zero and below
Symptom free
1-100
Beginnings of zombie maggot infestation. At this stage it is somewhat pleasant and euphoric. Characters more foolhardy than normal and have a +1 to checks against fear effects.
101-500
Zombie maggot infestation is progressing. Characters are immune to fear effects. Characters fantasize about their own death and annihilation. There are chances for them to DREAM REAL.
501-1000
Zombie maggot infestation is very advanced. Characters are unable to concentrate on anything except their dreams and fantasies. The waking world exists in a haze. They are no longer able to eat vegetables or cooked meat.
1001+
End stages of zombie maggot infestation. The character becomes a zombie in 1d4 rounds.



Next up: Denial of Life! Anyone reading this? Is any of it useful for your game? What are you playing? Would detailed stats be helpful, or do just make it up anyway?



1 Tom, my bad for forgetting in the first post.

Wednesday, August 5, 2015

Adventure Scenario Part One of Scream Bloody Gore: Infernal Death

The following is the outline of a scenario to be run using your favorite fantasy role playing game. Lamentations of the Flame Princess, DCC RPG, OSR clones, D&D (whatever except fourth) and even Dungeon World should all work alright. Stats are left intentionally vague or ignored. It is the first part of a ten part series of adventure scenarios inspired by Death's debut album Scream Bloody Gore, sometimes considered the first death metal record.



This adventure series can either be dropped into an ongoing campaign, be run as a one off, or act as the start of a campaign. 

Introduction.
You have been pursued by the Baron's men since the village of Mantas. What did you do to get on the Baron's bad side?

If the party is not forthcoming with their misdeeds and treachery, roll 1d10 to determine for them.
  1. You discovered evidence of the Baron's fraternization with demons. He will stop at nothing to recover the abyssal scroll which bears his seal.
  2. The Baron is embarrassed by his offspring's publicly casual attitude toward sexual experimentation and has taken to exacting harsh punishment upon all partners.
  3. The party had been hired by the Baron to poison a well and make it look like the work of a rival. While successfully causing the painful death of half a village ever so discretely, the Baron can not allow loose ends to run around willy-nilly.
  4. While acting as attendants, the party filled the Baron's Blood Tankard with wine.
  5. The Baron's niece fled to escape a marriage of political convenience. The party was hired to bring her home. They did not.
  6. "So you have spoken, and from your speaking gifts will come to you." The Baron only wishes to deliver what is due.
  7. While most is permitted during the Carnival of Excess, the party managed to step outside that which is deemed acceptable behavior and insulted the Baron.
  8. The baron took grave offence at the name of their adventuring band.
  9. The Archgoat of the region took an the party under his wing. The Baron will strike at his rivals in every way possible.
  10. The Baron's agents determined the party walks the Sinister Path.
PART ONE: INFERNAL DEATH




In order to avoid the watchful eye of the wrathful Baron, the party has taken to traveling under the cloak of darkness so that they might safely escape His realm.

The darkness is pierced by a glowing at the horizon. Upon closer inspection it may be determined that the glow originates from bonfires.

As the party nears these bonfires are funeral pyres. Ten are burning in the immediate area. On a successful listen roll cries of anguish can be heard before they are extinguished by the blaze.

A lone figure attends to the fires. He wears the vestments of a priest of the area's dominant deity.
He seems frightened, nervous and distracted.

If engaged he will provide the following information:
  • His village has been plagued by the walking dead.
  • Torching the dying is the only way to appease their god and prevent them from rising upon death.
  • Though some innocents are killed this way, it beats the alternative.
  • The dead procreate in some sinister manner, how exactly is unknown.
  • This has happened for as long as anyone can remember, returning in times of moral decay.
  • Tonight ten souls were burned: The Shellworks, Ralf and Rohesia, and their four children; Old Bartolomen, the hermit; Agnes the Crone; Drengen the swineherd; and three travelling peddlers whose names are all lost.
  • The unnamed Shellworks infant has not yet been immolated. It must first have its naming ceremony.
The priest will burn the child and return to his prayers.
Lo we traverse the worlds of death
The hallucinations in the mind of a mad god
So too do we
Create bastard worlds for our dreams and madness
So we mock the locusts and ground our feet
And with the click of a heel return