All posts by Chuck

I've been a gamer, a geek and nerd for about 30 years. Any questions?

Episode 5: Kickstarters, The Old West, and Blackmoor

Lots going on this week:
Coming Soon! The Kickstarter for the new Swords & Wizardry Boxed Set from Frog God Games. I’m excited. More news on that when it launches.
A recap of The Blight campaign. Say hello to Steve the Half Orc Paladin who is dumb as rock. And you’ll never guess what the Druid befriended.
I’m back to thinking about old West gaming, thanks to Mark Hunt’s Tall Tales and the podcast Ain’t Slayed Nobody.
And I start reading from Supplement 2: Blackmoor. Hello, Monks and Assassins.
You can subscribe on most podcast platforms or heck you can stream it right here.

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Poisons: Part 2

Last week, I did some brainstorming on Poisons and there was some positive feedback. So I whipped up a preliminary version of some random poison tables. I did add one thing that I didn’t think of. Detection. Does the poison taste bad or stink? Well, I added that. So go ahead and check out the little PDF.
Poisons
Oh and thought of another little house rule, if you want to throw that into your game. For monsters with poison attacks, it does a number of d6 damage equal to the creature’s HD.

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Playing It Wrong: Ramble Away!

I’m all over the map on this one. New 5e book is set in Critical Role’s world. Meh. And long rant on minimalist games, missing games, and finding something to do. And a little shout out to Steve Cook’s Dice Roll Zine Anchorcast. And this week, I finish up reading Greyhawk: Supplement 1.
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Remember. Roll Dice. Kill Monsters. Take Their Stuff. And Have Fun!

Thinking About Poison

In old-school games, there was generally one kind of poison. Save or die. That’s pretty final. And kind of boring. Why shouldn’t poisons be as interesting and versatile as potions, spells, or magic items?
Now, I’ve seen some more advanced systems for poisons somewhere. I can’t remember where. There’s just too much gaming junk bouncing around inside my head. So why not just start working on my own. The way I look it there’s four major factors for poisons: Delivery Method, Effect, Time to effect, and Potency.
Delivery Method: Attacks (weapons, traps, and bites), Contact (Just touching the stuff. Traps again), Inhaled, and Ingested. To add more customization, a poison could used with all or some of the delivery methods.
Effect: Here’s the big wide world of poison. Of course, there’s save or die, extra damage, paralyzation, blindness, penalties, ability score “damage”. Let the imagination go wild.
Time to Effect: So how long does it take for the poison to work? Instant, round, minutes, hours, or maybe even days?
Potency: How strong is the stuff? Get a saving throw or not? Any bonuses or penalties to the saving throw? If a character does make the save, is there any secondary effects?
So yes. Here’s the kernel of an idea. Got to work our some simple random tables for this.

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Season 4, Episode 3: Welcome to The Blight


My Swords & Wizardry Campaign in The Blight started this week!

Here’s a quick rundown of the player characters. Yes, I did lots of house ruling but that’s how I roll.
Xander: Kenku Thief/Cleric of Sister Shadows
Connor Cyan: Human “Knight” (Fighter)
Frederick: Wererat Druid
Sylas Kane: Aasimar Assassin

Other Things I ranted about:
Check out the Heroes Journey 2E Kickstarter.
Ain’t Slayed Nobdoy: Cthuhlu in the Old West. An actual play podcast.
And a bit of self promotion. Just released Gazebo Gazette Issue No 2

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Gazebo Gazette Issue No 2 is out


It’s back from the dead! This is one of my goals for 2020. Doing a quarterly E-Zine. That was the original plan but it got derailed.

So head on over to Drivethru and check it out or you can help support the blog, podcast, and Youtube channel by checking out the Patreon. Partons at Bard Level and above get PDF copies for free and earlier!

Thanks. And Roll Dice. Kill Monsters. Take Their Stuff. And Have Fun!

Spell Quirks

You know I like Dungeon Crawl Classics and one of those cool things from it is Mercurial Magic. There generally isn’t anything like that in your standard games. So, I grabbed that inspiration and cam up with Spell Quirks.
These are just odd little things that make a spell imperfect. The house rule is that when the magic-user learns a spell, there’s also a Spell Quirk. Note: If you haven’t looked at the chart yet, there’s a good chance that a spell won’t have a quirk. To get rid of a quirk, the magic-user “learns” the spell again and rolls again. Both versions of the spell are considered to be different spells for purposes of memorization. And that’s basically it.
Spell Quirks
Enjoy!
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