Psychic Tiger Fodder Returns!

Psychic Tiger Fodder Returns!

This is an Into the Oddish game (chargen houserules here) using DNGN as the adventure. Jeb the footpad, Taki and Tabouli are now the adventuring party – Psychic Tiger Fodder (t-shirts available, all artist’s proceeds go to the World Wildlife Fund).

Into the
MEGA
Dungeon

with special guests
PSYCHIC TGER FODDER

The same trio could make it for our Thursday night game (a huge, for zoom, group that is usually made up of 6 + me). We continued with Psychic Tiger Fodder, hirelings stuck in the depths of a (mega)dungeon after the adventuring party that hired them were mauled by a psychic tiger. Jeb the Footpad, Taki and Tabouli along with Roddy the Shieldbearer and Gill the Wizard’s Apprentice. This time I remembered that Jeb has a domesticated mimic, a pet that he keeps as an extra enticing coin pouch on his belt. LINK: Previous session’s write up.

They went up a level this game and immediately levelled up without having to slow down the game (add d6 to hit points and roll d20 for each stat, +1 if you roll over). Easy-peasy. T asked if he’d eventually get Cleric powers from leveling, as his character was an Acolyte. I reckon we’ll get to level 3 (where Into the Odd tops out) and then figure out houserules for specialized training and the powers that might come with them.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

They mugged the bandits on level 5 but let them keep their daggers and half their gold. All things considered (they had hit Taki with their Wand of Paralyzation and demanded everyone’s treasure be turned over before the tide of the encounter turned on them), that was pretty reasonable. When the bandits went down a level (the Psychic Tiger Fodder are trying to go UP and outta here) they heard blood-curdling screams from the stairwell down and ignored it – moving on.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

They found a pile of detached thumbs with gold rings on them in a pile of bloody rags. The thumbs were fed to the domesticated mimic. Wait. WAIT! What is the pet mimic’s name? I must know. When they read off their list of treasures the gold rings are recited as, “The gold and wand we took from the bandits. And the gold rings we got off of those thumbs – probably cursed.”

NOTE: Sven is the pet mimic’s name. I messaged J, who plays Jeb the Footpad.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

Jeb’s elf-dagger got nabbed by a metal statue’s magnetic pull, sticking to the statue’s body. When Jeb tried to get the dagger back, the statue animated and knocked him unconscious and when he tried again, under cover of Roddy the Shieldbearer’s shield, it broke Roddy’s ribs. Reluctantly, Jeb left the dagger there. There was no talk at all of taking the statue on to get the dagger back. Would it have gone differently if more STRENGTH checks had been failed and more weapons were stuck to the statue? We will never know.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

Tabouli can see and talk to ghosts and so the dead gnome with a will-o-the-wisp eating its eye talked to him but didn’t take an immediately liking to him (failed WILL save). But when Tabouli asked if there was anything they could bring to the gnome ghost, Klambikurt (thank you, Fantasy Name Generator – Gnome Names), took a bit of a liking to him and told them that they weren’t 10 levels down but 3 levels down. Now they know how far they have to go.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

We ended with Psychic Tiger Fodder bloodied but still standing after Jeb took a while to pick a lock with an arrow and skeletons with sharpened fingers but no thumbs wandered in and were dispatched. We know, from Tabouli talking to a half-elf ghost that there is some kind of art in the room to the north that drove him mad. We’ll start, there, in Room 3F, next time.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

There is a kind of whimsy to it. It isn’t goofy but the situations and the things they run across bring a humor to it all, despite the fact that they are taking the premise seriously. I am going to have to think a bit about world building and what they are going to find if/when they get out of this dungeon.

Playing a game system that is dead simple with a dungeon zine that is SO EASY to read is a real pleasure. I’m really enjoying running this thing.

If you would like to get an email notification when blog posts are published, please subscribe below:

Psychic Tiger Fodder

Psychic Tiger Fodder

Into the Megadungeon

Memories of how you got down there are hazy because the Psi-Tiger that rampaged through the party damaged memories as it died. Players are the torchbearers and hirelings.

Into the Odd-like: Into the Megadungeon
Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

We are in the process of ending the Sigil 6 campaign and figuring out what to play next in this Thursday night slot. But only 3 of 6 players could get to the digital table tonight, so I proposed a few games and we elected to play hirelings whose adventuring party has been decimated by a psychic tiger, leaving everyone’s memories hazy.

Character creation from this blog post made interesting characters. I liked what we ended up with. We used jamboard to store the character sheets. A thief’s follower, Jeb the Footpad, was chosen by a Thief Deity. Tabouli the Acolyte knows the Cthonic written world and can see/hear ghosts.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

I grabbed the DNGN zine, the gold standard in layout and at-the-table-use. I stuck them X levels down, in an area that I thought was interesting and got to playing.

Psychic Tiger Fodder logo with a blue tiger with red eyes and a blue and red lightning bolts and red and blue fire as a subject divider.

I rolled randomly to see which of the party members was still alive and it was Conrad the Thief. He’s got a compound fracture in his sword-arm and he’s concussed, so they are on their own. The random rolls for the surviving gear from the adventuring party worked out well. Having a character who can see ghosts meant I had to make some fast decisions about the fate of souls in this dungeon, which was fun.

The players were concerned about light, thinking about their lantern oil. When I mentioned that some rooms were lit by flasks of burning oil, they quickly began stealing oil from the flasks for more lantern-light time. They skinned and de-toothed and de-eyed the psychic tiger.

Had a really interesting moment late in the game when they realized they could count the used flasks of oil that had already been used to see how long they’ve been in this dungeon. I could’ve said the flasks were broken in the fight with the psychic tiger but loved the ingenuity. They realized that they had been in the dungeon for around 5 hours or so.

The vibe was a little goofy but everyone at the table was taking the premise seriously and doing plenty of careful exploring and creative problem solving.

I really liked the result and would use this set-up again when gaming friends were visiting or when everyone can’t show up to the main game.

Anthony dubbed the party’s name: Psychic Tiger Fodder.

If you would like to get an email notification when blog posts are published, please subscribe below:

Into the Odd-like: Into the Megadungeon

Into the Odd-like: Into the Megadungeon

Into the Megadungeon title card

This was originally a pay-to-play session idea that never went to the table and has been marinating since playing lots of Into the Odd.

TEXT: The heroes are all Dead. You are all that is left.

PIC: Skull

TEXT: What happens when the torchearers, hirelings & apprentices are the only surviviors remaining in the middle of a dangerous mega-dungeon? Will you rise up or perish?

PIC: Hand holding a torch

Memories of how you got down there are hazy because the Psi-Tiger that rampaged through the party damaged memories as it died. Players are the torchbearers and hirelings.

Roll 3d6 for Strength, Dexterity and Willpower and 1d6 for Hit Protection and Coin. Keep track of any 1’s and 2’s rolled. Every 1 or 2 rolled means you get to roll on the d66 table below to the left to get cool stuff.

The table to the right is to figure out what items someone gets if they roll 41-46 on the left chart but it can also be used to see what is left from the party. Referee – roll 1d3-1 to see how many items are salvageable. Use the salvage of what can be used from the bodies of the dead as practice. Players – practice describing what you are doing and how you are doing it. Practice letting the Referee know when you are using slow and careful caution and when you are working quickly to get things done before some monster randomly comes upon you. Use this as a safe opportunity to describe what your character is doing and how they do it.

Referee, practice describing items and the placement of things like bodies and doors and hallways. Mark up the map with where the bodies are but don’t show it to the players; practice using this as a reference and describing it to the players. Don’t forget the Psi-Tiger’s corpse.

NOTE: Judd, you are saying, this is really condescending. The above is for me. I’m not used to running games from a module and a map. I need practice so I built it in to the adventure.

Spells from different spellbooks in case you need them. I’d be thinking spells are wormlike construct creatures that wriggle into one’s brain and nest there until they are cast. But I’d also change the spells and the Lore in the d66 table above based on the dungeon.

STR, DEX or WILL is 3-9, choose 2 from the gear.

STR, DEX or WILL 10-13, choose 1 from gear.

STR, DEX or WILL 14-18, 0 gear.

Maybe DNGN, maybe The Lost City, maybe one of Dyson Logo’s big maps (Halls of Geryon or the Dyson Megadugeon) with factions and areas marked off and keyed. My first instinct is to grab DNGN, start the game in the 3rd or 4th level.

If you would like to get an email notification when blog posts are published, please subscribe below: