Friday, July 25, 2014

The Ghost Ship of Sezrekan the Mad

The Ghost Ship of Sezrekan the Mad

Here's a basic rundown of what I've got, partly because David Jenks asked, and partly because I need to write this down.

So Sezrekan, back before his apotheosis, traveled around looking for stuff to make that happen. That took him to some pretty weird places, both in and outside this reality. The ship he took to these places sucked up the weirdness in various ways. Here's some of those ways:

The ship is possessed by some alien intelligence from BEYOND. The ship's all rotted and torn up, but the possession by this thing keeps it from falling apart. It also keep the ship sailing, on some enigmatic route. Partly this thing either (depending on campaign needs, and I haven't really decided yet myself) either hates Sezrekan and is traveling to places that could facilitate destroying him, or it is drawn to/loves him and travels to places that could better bring his attention. Probably both.

There's a hole in the bottom of the hold, straight out into the water. Water doesn't flood the ship though, the alien possession keeps it out. If somebody dives through the hole they get stuff to help them underwater: gills, webbed hands/feet, nictating membranes on their eyes. Coming back up through the hole into the ship reverses it. The more someone does this the more likely this stuff is to become permanent.

The captain's quarters is haunted by the sadistic ghost of Grokkus Brell. If someone sleeps in the cabin they wake up having been tortured, and the ship coughs up one of a number of magic items tied to it. The torture gets worse the more nights someone has slept in the cabin. I have some tables written up for this one, but the items bit is unfinished. Each of the items corresponds directly to some kind of ship's business, some of them interacting with other places on the ship, or being required to make certain effects work. Most of them are in the good/bad vein of magic items. Ex: Bos'n's Pipe - a whistle that allows you to command people. Commanded people (npcs) get increasingly pissed off by this and will eventually snap and attack the user.

The crow's nest pokes up out of reality to a space in-between (the phlogiston?). Arcane magic works crazy well there, although there are also automatic corruption effects and mercurial magic is rerolled each time a spell is cast (caster keeps the last mercurial magic effect rolled for the spell). Getting up the mast to crow's nest is a little wonky as you have to climb up out of reality and that can make one dizzy. Clerical magic only works on a critical, and automatically incurs disapproval.

The boy's cabin is a little closet off the main cargo hold and requires the key from the captain's quarters to get in. There are a slew of small portals embedded into walls and ceiling, each leading to a seemingly idyllic pocket dimension that turns out to be a nightmare realm. Should probably come up with some kind of multiple column random table for this one. These pocket dimensions are also centered around objects of power the ship's boy pilfered during the ship's journeys and squirreled away.

There are four rune-inscribed barrels secured around the mizzen mast that contain the pickled, quartered remains of one of Sezrekan's old rivals, Gor-Mal the Butcher. Each quarter of the body has a magic item on it but opening the barrels is dangerous and could end up resurrecting the crazed wizard, who's been conscious since Sezrekan 'killed' him.

That's most of the detail I've got so far. I've got some other ideas too. Something about potentially killing yourself to contact the alien possessing the ship and then gaining some limited control over it. Also, there's probably a skeleton tied to the bowsprit that talks and lies a lot.

If I statted this thing up fully I think I would probably dual stat it for DCC and LotFP.

The Ghost Ship of Sezrekan the Mad

Here's a basic rundown of what I've got. I need to write this down before it slips from out my head.

So Sezrekan, back before his apotheosis, traveled around looking for stuff to make that happen. That took him to some pretty weird places, both in and outside this reality. The ship he took to these places sucked up the weirdness in various ways. Here's some of those ways:

The ship is possessed by some alien intelligence from BEYOND. The ship's all rotted and torn up, but the possession by this thing keeps it from falling apart. It also keep the ship sailing, on some enigmatic route. Partly this thing either (depending on campaign needs, and I haven't really decided yet myself) either hates Sezrekan and is traveling to places that could facilitate destroying him, or it is drawn to/loves him and travels to places that could better bring his attention. Probably both.

There's a hole in the bottom of the hold, straight out into the water. Water doesn't flood the ship though, the alien possession keeps it out. If somebody dives through the hole they get stuff to help them underwater: gills, webbed hands/feet, nictating membranes on their eyes. Coming back up through the hole into the ship reverses it. The more someone does this the more likely this stuff is to become permanent.

The captain's quarters is haunted by the sadistic ghost of Grokkus Brell. If someone sleeps in the cabin they wake up having been tortured, and the ship coughs up one of a number of magic items tied to it. The torture gets worse the more nights someone has slept in the cabin. I have some tables written up for this one, but the items bit is unfinished. Each of the items corresponds directly to some kind of ship's business, some of them interacting with other places on the ship, or being required to make certain effects work. Most of them are in the good/bad vein of magic items. Ex: Bos'n's Pipe - a whistle that allows you to command people. Commanded people (npcs) get increasingly pissed off by this and will eventually snap and attack the user.

The crow's nest pokes up out of reality to a space in-between (the phlogiston?). Arcane magic works crazy well there, although there are also automatic corruption effects and mercurial magic is rerolled each time a spell is cast (caster keeps the last mercurial magic effect rolled for the spell). Getting up the mast to crow's nest is a little wonky as you have to climb up out of reality and that can make one dizzy. Clerical magic only works on a critical, and automatically incurs disapproval.

The boy's cabin is a little closet off the main cargo hold and requires the key from the captain's quarters to get in. There are a slew of small portals embedded into walls and ceiling, each leading to a seemingly idyllic pocket dimension that turns out to be a nightmare realm. Should probably come up with some kind of multiple column random table for this one. These pocket dimensions are also centered around objects of power the ship's boy pilfered during the ship's journeys and squirreled away.

There are four rune-inscribed barrels secured around the mizzen mast that contain the pickled, quartered remains of one of Sezrekan's old rivals, Gor-Mal the Butcher. Each quarter of the body has a magic item on it but opening the barrels is dangerous and could end up resurrecting the crazed wizard, who's been conscious since Sezrekan 'killed' him.

That's most of the detail I've got so far. I've got some other ideas too. Something about potentially killing yourself to contact the alien possessing the ship and then gaining some limited control over it. Also, there's probably a skeleton tied to the bowsprit that talks and lies a lot.

Monday, July 7, 2014

New Job, Same as the Old Job

Not really the same, but I'm driving to the same place every day and working around a lot of the same people (for better or worse.)

Having the past few weeks off was pretty great, especially falling in the summer as it did. It meant the family got to spend a lot of quality time together, and do some honest-to-goodness road trip summer vacationing. After my last day with Harris I flew up to Jon's and hung out there for a few days while Carrie and the kids were off on a trip to Leadville with her family. Dad flew out too and we got in some brewery visits before Carrie and the kids came down and joined us. Hung out at Jon's for a couple more days then Carrie, the kids, and I drove back home together.

Summer Vacation, how I've missed you!

Tuesday, April 29, 2014

The Ocho

Carrie and I have been married 8 years today. Pretty great! Love you, baby!

Saturday Carrie posted to Facebook something to the effect of, 'it would be in your best interest not to finish all the ice cream for the next 6 months.' The next 6 months being, of course, the remainder of the current pregnancy. I accepted my failing, and on the way home stopped by Walmart and bought one of every basic Ben & Jerry's flavor they had. She woke up to the top level of the chest freezer filled with ice cream.

Last week I lost my wedding ring for most of the week. On Sunday I grabbed a pair of jeans out of the closet and found my ring in the pocket. That's pretty much where it is 50% of the time that it's not on my finger. The other 50% it's next to a sink or on the kitchen bar.

Later that same day we took the kids to the pool. Carrie hasn't seen her wedding ring since. She definitely remembers having her turtle ring on in the pool, which likely means her wedding ring was on when she got in as well. Doh!