Saturday, August 28, 2021

Drinks Post - Runoff

For all the recipes that were either too simple or not good enough to make it into the main drinks post series.

Dutch Russian
This is a stock photo from Wikipedia.

Availability: Tricky. I had to go to a megastore to find genever, and they only had one kind.

This is a White Russian with genever instead of vodka. It tastes like a malted milkshake. Delicious, but nothing to run home about.

Tuesday, August 24, 2021

Manor of the Giant Arminius at A Weekend With Good Friends 2021

Another Jackson Elias Server Virtual Convention, another run of the Manor of the Giant Arminius using the latest revision of Begone, FOE, my personal D20 dungeon crawler.
 
 
By Arthur Rackham
 
We had four players.
  • Gideon the Rogue
  • Elbekh the Cleric
  • Douglas the Fighter/Mechanical Engineer
  • Aric the Magic User
The players left their mule and cart in the forest and marched up the wedge shaped hill, on which the Manor of the Giant Arminius was sat. The hill was 100 feet high, and the manor stood a preposterous 100 feet higher. The area was patrolled by rebels, but by staying off the path and keeping to the brush, they were able to avoid being spotted - even with most of the trees chopped down. They noticed corpses of soldiers hanging from a couple of the giant statues on the way up, the ones the rebels hadn't toppled.

The group stopped before they got too close to the structure, and sent Gideon the Rogue to scout ahead.

Saturday, August 21, 2021

Manor of the Giant Arminius - Music Post


I've been diverted from work on new dungeons (Oops, All Hags! and The Salt Pan) by Tormsen's superb upcoming UA3 splat Special Orders. But I did a rerun of The Manor of the Giant Arminius the other day for the latest Good Friends of Jackson Elias virtual convention, and came up with this updated music list.

There's some overlap with the Fallin' Down music posts, because I recycled a lot of the same ideas for that.
 

mellonbread's Favorite Drinks to Make at Home - Part 2

Building on the wild success of the first drinks post, let's have another!

APEROL SOUR

Availability: Easy. Aperol isn't hard to find, though I don't actually like it for anything besides this drink.

I doubt I invented this drink, but I can't find any mention of it anywhere else. I find the Aperol Spritz is too sweet for my taste. This recipe tames the sweetness and lets the rest of the flavors express themselves better.
  • 2 oz Aperol
  • 4 oz Prosecco (can use a drier sparkling wine if you want the drink to be even less sweet)
  • Juice of one lemon
  • Carbonated water
Shake the Aperol and lemon juice with ice, strain into glass with ice, add prosecco and top with carbonated water to taste. Garnish with lemon wheel and cocktail cherry of choice.

Consider also: just a splash of absinthe or Pernod to turn it into a Death in the Aperol Sour.

Friday, August 13, 2021

mellonbread's Favorite Drinks to Make at Home - Part 1

Mixing drinks is not difficult. Getting all the ingredients and utensils together can be an expensive chore. But once you have them, making the drinks is rarely more difficult than squeezing, stirring, shaking and pouring.
 
These are my favorite drinks - mostly small variations on established recipes. I'm going to list how I make them, which isn't always going to be the proper recipe. Sometimes I substitute things. I'll list the overall level of availability so you can gauge how difficult it might be for you to find the ingredients.

ACID SPIT 

Availability: Easy. If your grocery store has liquor you can pick up everything you need in one trip.
 
This is the first real cocktail I ever made, a simple gin and tonic variation. It's sweet, sour, boozy, and you can customize as you drink it until it's exactly the way you like it.
  • 2 oz of a gin with a strong flavor. Delicate, artisinal gins will get lost against the background. Something cheap or mid shelf is ideal.
  • Juice of half a lemon
  • Juice of half a lime
  • Cracked ice
  • Tonic water to taste (I use Fever Tree. I know the pros prefer Q, but I find the sweetness of the tree offsets the harshness of the gin and sourness of the citrus perfectly)
Combine in a glass and take a sip. If it's too sweet, add more citrus. If it's too sour, add more tonic. If you can't taste the gin, add more gin. 

Wednesday, August 11, 2021

Unknown Armies NPC - Yoshida

An Unknown Armies NPC, based on my character from David Tormsen's playtest game for ¥0, a Japanese Mak Attax successor conspiracy from his upcoming Special Orders sourcebook.


In uniform.

Yoshida (just Yoshida) is a cleaner from a long line of cleaners. From the Tokyo Subway all the way back to the Koreans speared to death in the ruins of the Great Kanto Quake, Yoshida’s family has bagged the bodies and mopped up the blood, piss and liquified fat. Today, he cleans up after people who kill themselves using trains. Japan averages one a day, so he travels a lot.

You might have guessed that Yoshida is one of the burakumin, the village people. Yes, he also wears a hard hat at work, and has been known to hang out at the YMCA. His brother Yoshioka went into the trash business with a local chivalrous organization. One of the outfits that settles their disputes with grenades. That isn’t Yoshida’s scene.

Yoshida was cleaning up after a jumper when her hand followed him home. Climbed into his pocket and hid. He didn’t find it until he was back at Rose’s, the tachinomi outside the Nagoya station. Crawled up onto the counter and tried to climb into his little bowl of pickled things. Everyone else freaked out. Only he could see the person attached to it. She seemed sad.

Yoshida takes care of dead people. He sorts their bones and scoops their skulls into plastic bags. It doesn’t get more intimate than that, so he wasn’t surprised when they started to talk back to him. The head lost in the storm drain, yelling at him to pull it out. The salaryman wedged under the bogey, who forgot to let his cat out before he stepped off the platform.

¥0 was the logical next step for Yoshida. He can’t serve food - nobody would willingly eat anything his hands had touched. But he can clean up a crime scene, speak to dead people, and go unnoticed where a cabal of twitchy mages would make a scene. He pledged himself to the memory of Betty Kimura because he wanted to help people. Maybe if things weren’t so fucked up, he wouldn’t meet so many of them on the other side.

Monday, August 9, 2021

Unknown Armies NPC - Joel

Another character from LISA the Pointless, this time adapted for Unknown Armies. Portable version here.

By Edvinas Kandrotas

Joel is a fulminaturge with a Major Charge burning a hole in his pocket. He’s got a custom pistol and a single custom .476 caliber bullet, both of which he forged with his own hands from materials scavenged out of the trash. He doesn’t know what he’s going to spend it on, just that it needs to be something… big.

Joel could make good money with a square job as a machinist, or spend his Major Charge on something that would make him a powerful underworld figure. Truth is, he’s addicted to life as a vagabond. Rolling into town, getting stuck in the nightlife, making friends and enemies, then moving on to his next adventure. The unspent magick potential flowing through him makes him a magnet for weird shit.

Joel has never personally killed anyone, but has helped his friends do so. He has never fired a shot in anger, and a couple times he has paid the price for not doing so.

Tuesday, July 27, 2021

Fallin' Down Music Part 3

The Fallin' Down game has fallen down. According to Conscience, the players have hit a wall on level 5/6, with the Mind Flayers now controlling the entire floor, blocking access to the rest of the dungeon. 

Old, semi-related artwork by me

The most powerful characters died in a full-floor brawl with the squids, taking all their earned experience with them and leaving the survivors underleveled, with few opportunities to advance to the power level they need to get through (Conscience is using the 5E system, but with treasure as XP).

(One of the dead characters was basically the Robilar of the group, pulling in vast amounts of loot on solo adventures in timeslots where the rest of the group couldn't make it. It's cool to see a 5E game replicate the first D&D campaign ever run)

The remaining players are looking for a way forward that lets them skip the Illithids entirely, or somehow even the odds of success in combat.

I expected this to happen on Floor 2, with the hundreds of ghouls blocking the players and ripping them to shreds. Instead, the opposite happened. Floor 2 (and to a lesser extent Floor 3) has been a continued source of XP for the group, as they unlock hidden rooms filled with additional monsters and treasure.

Conscience suggested the following tracks
I introduced a new track for the illithid encounter, since Lakebed Temple didn't feel right - it has kind of become the ghost theme at this point (https://www.youtube.com/watch?v=-r6Jv53y1Dw)
You might also mention this as a track I've been using as theme for the sphinx: (https://www.youtube.com/watch?v=wzi7RAUnLBI)
It's funny though, I started out using this for her: (https://www.youtube.com/watch?v=yKLfvt6CZCY)

zomner (author of the floor below the Illithid meatgrinder, which the players haven't reached yet) suggested the following
For the elf village (https://youtu.be/wjmkpUJljQI)
For the mill gnome (https://youtu.be/zq6KnILABy4
For trolls or other creepy magic (https://youtu.be/l8O9BNTl004)

Wednesday, June 9, 2021

Fallin' Down - Music - Submitter's Choice

After writing up the music post for Fallin' Down, I put a call out to the submitters of each floor, to see if they had music tracks in mind for their dungeon levels. I also asked Conscience what he'd been using so far.

A rune wizard amends signage in the Stone Town, courtesy of one of Conscience's players

I received the following replies:

Conscience (Dungeon Master)
General Combat Relaxed: Drumbeat of the Dunmer (https://youtu.be/Yookfajt3lg)
General Combat Intense: Stormclouds on the Horizom (https://youtu.be/QdKgNP0ygMw)

Stone Town Day: Journey's End (https://youtu.be/cph3BSQq1e0)
Stone Town Journey/Event: Wind Guide You (https://youtu.be/qBBwdOGDIKk)
Stone Town Dark: Masser (https://youtu.be/Va9GQkjrnII)

Broken Venus: Mirkwood Theme (https://www.youtube.com/watch?v=lhZMk7ZCOyw)

Ghouls Exploration: Flat of the Blade Instrumental (https://youtu.be/WfIP4DWGG28)
Ghouls at Work: Pray for Rain Instrumental (https://youtu.be/XdaJi0tdAwI)
Ghouls Attack: Babel Instrumental (https://youtu.be/rNWXDiqw-cc)

tophat (Floor 3)
"I'd put Machinarium's The Prison down for specifically visiting The Blood Pool"

Monday, June 7, 2021

Fallin' Down - Music

Friend of the blog Conscience is running Fallin' Down for his open table. He hasn't written a full play report or review yet, but he's been posting updates to the disky and it sounds amazing.

Screenshot from his roll20 of the abandoned inn in the Stone Town

So I decided to score all the Fallin' Down floors. Similar to what I did with Esoteric Enterprises. Here's the music I'd use for each area:

Saturday, June 5, 2021

Clean Living - a Resident Evil Adventure

Resident Evil! It's not my favorite series - in fact the only one I've ever played is 4. The setting is kind of bloated with too many prequels and spinoffs and retcons that create a ridiculous Metal Gear style pileup of conspiracies.

But I saw a thread on the traditional games board that captured my imagination: what would it be like living in a world where anyone with a grudge could turn over a rock and find thirty new bio-organic weapons. And it reminded me of one of my favorite settings of all time: the B.P.R.D.
By Guy Davis, the best of the B.P.R.D. artists

So I wrote up a rules hack for Delta Green, along with an adventure and some pregens to play with it. You can read them here.

Here's a play report of how the playtest went.

THE UNITED STATES IN 2021
Since President Adams’ assassination in 2013, the United States has been in a permanent state of emergency - a police state in an endless struggle against yearly bioterror attacks. Wild mutants breeding in the woods for decades, filtering out into population centers. Cults and militias brewing new strains of viruses bought on the black market. Zombies staggering into crowded malls. Secret military tribunals. Bodies in sealed bags, tipped into an autoclave.

That’s been the new normal for almost a decade. And it’s not all bad. The biological revolution that unleashed neverending horror on the world also opened a treasure trove of medical and pharmaceutical discoveries. When’s the last time you heard of someone dying of heart disease, or cancer? So people live around the shortages and empty shelves, the long lines, the endless checkpoints manned by guards in full MOPP gear, pointing flamethrowers and rocket launchers at families in sedans. You shop for groceries, pick up the kids from school, spray your groceries down with bleach, and hope to God the thing on the back of your hand is just a rash.

THE DIVISION OF SECURITY OPERATIONS
Empowered by the 2001 PROTECT America Federal Bioterrorism Commission Act, refreshed every year by Congress during the usual appropriation cycle, the Division of Security Operations is the cabinet level agency which assumed the duties of both the FBC and the National Counterterrorism Center. Unlike its predecessors, the DSO has broad authority to assemble Joint Terrorism Task Forces on a permanent basis, in effect skimming personnel from other law enforcement, military and intelligence three letter agencies.

BRIEFING
Yesterday, local police in Lubbock, Texas making a routine traffic stop found a hermetically sealed container filled with plagas spores. Thankfully the driver was apprehended without incident, and the container secured without releasing its contents.

We’ve got people checking out the trucking operation, and the source of the package. We need you to investigate the destination. According to the shipping records, the box hiding the spores was destined for a community in Central Washington called Squiddler’s Patch, up in the Okanogan National Forest. We’re sending you in undercover to sniff out the operation, with the option to go loud and neutralize any threat that can’t wait for a followup team.

Monday, May 17, 2021

Fallout: Yellowstone - Session One

Building on the success of my last two Fallout sandboxes, I recently ran my first session of Fallout: Yellowstone.


I had three players, one returning from a previous Fallout adventure.
  • Professor Delores, high powered scientist
  • Ethan Hollister, eagle eyed wasteland scout
  • Dani Masterson, villager from Colorado
They entered Yellowstone under the following pretenses:

Your prairie village in Montana has been struck by plague. A burrowing creature with a glowing belly bit a child, who fell ill a few days later. By the time the town doctor noticed the swelling in the kid’s lymph nodes, the disease had already spread among the populace. It’s easy to treat with antibiotics, but the town doesn’t have nearly enough. The caravan was due a week ago, and hasn’t shown up yet.

You were spared the ravages of the disease. You’ve been sent South into the seething cauldron of Yellowstone, to search for enough medicine to save your town. You were given a healthy supply of bits (the silver tokens used as money in Montana) and the last of the stimpaks (a rare trade good from down South, since Broc Flower and Xander Root don’t grow in the tundra).

As you travel South from Gardiner along the 89, the air smells like pollen, flowers and sulfur. The peaks and valleys are covered with snow, but everywhere else you see evidence of Spring. You heard this place was spared the worst ravages of the nuclear dust storms that swept the region after the war, but you'd never seen it for yourself.

There's a fort up ahead.
 

Sunday, April 25, 2021

Twelve Handmade Pregens for Delta Green

Twelve Handmade Pregens for Delta Green

Some explanatory text:

I made these characters because I wasn't happy with the pregens available for Delta Green.
  • The ones in Need to Know are... okay. But they aren't how I would create a character, and my rule is that I never give out a pregen I wouldn't want to play myself
  • The list of hundreds and hundreds of random Agents is great if you need a new character fast, but it's not something I'd hand a brand new player.
  • I admittedly haven't read the Agent Dossiers that came out a year or two ago, so those could be great and I wouldn't know.
I built these characters the way I build my own - very competent at their jobs, but with a good spread of secondary skills high enough to be useful. I've found that new players to a system are happy to be blown up, shot, eaten by monsters and go insane. But if their first exposure to a game is failing at everything they try because their character "can't do anything", they're going to disengage early. In my experience, giving out characters that are just slightly min/maxed also makes the players more confident, which makes them more willing to make stupid/bold moves that make the game fun.

Language skills are all left unassigned, so that the pregens can be used in any setting and still be useful. I favor letting the players leave them blank, with the option to "lock in" what language(s) the character speaks in-game as needed, writing it permanently on the sheet. If you don't want to do this, remind them to assign languages at the beginning of the session, or write them in yourself before the game based on the scenario you're running.

Each pregen comes with a full load of equipment suitable for their profession and role on the team. This cuts away the need for endless gear shopping, and gives the players confidence that they have what they need to do their jobs.

The pregens all come with instructions in the notes section on the back of the sheet. This includes details about the character's personality, tips for playing them, and any special mechanics that the player should know about. These are helpful because even experienced players usually forget things like using a first aid kit to get +20% on a First Aid roll.

Finally, some of the pregens (EASTER, RANDOLPH and ROBERT) know a single ritual. I added this after I noticed that the knowledge/academic based characters were barely getting picked compared to the ones with badges and guns. Knowing a magic spell is more fun than just having 10% in Unnatural, especially in a oneshot where that percentage is unlikely to increase to a useful level. If you don't want the characters to have spells, you can remove them from the "developments which affect home and family" section on the back side of the sheet.