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An Array of Specimens Tagged as Spoilt Adventures

SISSYQUEST2K18


Fiona ran STEAL THE EYES OF YASHOGGHUH again at GenCon and (at least as someone that didn’t go) it was the most entertaining thing about GenCon aside from her documentating her search for a temp sissy.


I don’t have a play report, but I do have screenshots of her google+ updates, and they are glorious.

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Playing D&D With Girls Who Work In A Tea Shop And Also My Brother


My brother Michael joined us for this one and rolled up a character while we wrapped up the giant spider murder situation.

Well actually first Sophie showed everyone her first set of dice and the adorable little suede bag she sewed for them, and we talked about Emma’s potential upcoming date but maybe not with a friend of a friend who legitimately “left his card” for her at the store (says Emma, “What’s dating? I don’t know how to date. I normally just get them drunk.”), and we ate some satay, and THEN we wrapped up the giant spider murder situation.

Rose: Damonallit Aspurta, enormous jangling Moorish Devotee of the Corpulent One and his recent convert, Obediah Duncaster the angry overweight drunkard.

Emma: Malatesta du Caddis, autistic murdermachine extraordinaire, and the fabulously feathered maleficar Thoth’mora Gnostos.

Sophie: Florian Voldaris, recently crippled Francish dandy still searching for his purpose in life while hobbling around on a silver candlestick peg-leg, and Sangr’all Humgha, Thoth’mora’s unidentical plump and “booby” twin sister.

Consumables: Rose got this “experience” gift card for being the tits at work, but all the “experiences” kind of sucked so instead we spent it on $200 of red wine, so we drank like two bottles of that and I’m obsessed with sarsaparilla right now and also there was a jam donut tower.

Cameraphone photos throughout taken by Rose.

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“We Burn the House, Everyone In It”


Two of the girls Rose works with at the tea shop have been wanting to play some D&D, so we thought we’d have them over for drinks and a nice shipwrecking at Zzarchov Kowolski’s Scenic Dunnsmouth.

Now they’d never played an RPG whatsoever, so they got sent this email before the game:

 

So you’ll be coming to this place called Malles Vermald, it sometimes looks like this, and other times it looks like this, and sometimes it looks like other things entirely.

 

It sounds like this, and this, and this, and this, and this.

 

It tastes like a choc-chip mint icecream sundae served by a swamp bear on drugs.

 

The time period is kind of a nonsense 16th-17th century renaissance/era of enlightenment type deal, with conquistador-style exploration in vogue and science and anatomy starting to be a thing.

 

Most everyone has a bit of an air of frontier conquest about them but people have been living there for at least a few hundred years without ever having seen a native inhabitant, but historical documents only exist from the last hundred years for some reason.

 

The biggest and best city is Cörpathium, which sometimes looks like this or this or this or this, and was mostly already there when we found it.

 

There aren’t any elves or dwarfs or hobbitses but there are four major ethnicities.

The Moors are steeped in mysticism and have near pure-black skin, like polished ebony, with pupil-less white eyes and rich silk clothing dripping with jewellery.

Urgoths/Saxons are the pale mongrel children of might-as-well-be-Europe.

Francs are like their more effete olive-skinned cousins.

The Morgen are pale to the point of ethereality with epicanthic eyes and bullshit Lovecraftian names, when born they’re anointed to the sect of one of their hundred gods instead of taking a family name.

 

The animals are weird and awful and you’re probably going to lose bits and catch diseases and maybe die.

 

There aren’t simple ghosts and demons but there are things that operate on a different level of existence that might drive you insane or turn your flesh against you or both or something worse.

 

YOU CAN BE ONE OF FOUR THINGS!

Magic-Users aren’t lame old wizards they’re crazy weirdos who risk insanity and mutation and destruction.

Clerics aren’t noble holy men they’re delusional ritualistic heretics who worship things that might not even exist and have to please them to use their power.

Fighters like to hit things with swords.

Specialists have mad skills and depending on what you want to do could be assassins or thieves or trackers or librarians or whatevs.

 

If you super badly want to be any of those things let me know, otherwise we’ll make it up on the day, that’s what Rose always does.

 

And then I threw them on a boat bound for Cörpathium and we started things a little bit differently.

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Flesh+Plague+Doom


For our second game I wanted to run something where the kids could learn a bit more about exploration, mapping, and time management. Maybe also some terrible consequences? Death Frost Doom it is.

I wrapped it up in my own flesh plague rainstorm thing, printed highlighted and only slightly tweaked the adventure, then threw them at it.

Three sessions and several platters of brie and smoked salmon croissants later it was done. Luckily for them I ran it as a one-shot because otherwise things would be pretty bleak right now.

 

Things That I Learnt and Brief Notes From the Giant Play Report That Follows:

  • As much as I love Death Frost Doom we all work better when things aren’t as oppressing. Our first game was full of horrific things, but somehow they were also immediately hilarious, whereas in Death Frost Doom most every awful thing left everyone pounded by despair. Actual despair right there at the table. Seeing as that’s what Death Frost Doom is built to do that’s a huge credit to it, but we just work better when things are a bit more B-grade.
  • Apparently I’m accidentally effortlessly good at making people sad. I think every time I portrayed someone dying I broke someone’s heart.
  • I don’t like players mapping in exactly measured squares on graph paper. It takes too long and they start to pay too much attention to that thing, from now on it’s blank-sheet notebooks and roughly drawn joining areas or nothing. Besides, if I was delving underground I wouldn’t be measuring the walls before drawing them, I’d be scribbling a quick reference so I didn’t get fucking lost and only noting the important things.
  • After one of the sessions, when we still hadn’t gotten into the underground shrine, Rose told me she’d like it if something happened where they didn’t have any control over the situation, like in the stable in the first game. I nodded and told her that was definitely something to consider, thinking the whole time about all the shrine zombies waiting for them.
  • Over the course of the game Michael suffered a steady mental decline, finally dropping his Intelligence to 3 in the underground shrine. He also murdered Zeke in cold blood, but his Intelligence was already low enough at that point for it to be believable that he felt threatened by him.
  • Ellen just kept reading things.
  • This game also featured our first PC-on-PC murder, entirely justified in-character. Real-life sister-on-brother no less. Amazing.

 

Now here’s what happened. It’s even longer than the first play report, I doubt anyone will make it all the way through.
 

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Aftermath/After Math


This is the story of the first game of old school D&D I ever ran/played.

 

I took Down And Out In Gothmagog by Jeff Rients from Secret Santicore 2011, tweaked it a little and jammed A Stranger Storm from the LotFP Referee Book in the middle of it all, infused a bottle of Earl Grey gin, made a giant pile of sandwiches, and settled in on our balcony for the best RPG session I’d ever had.

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