This was inspired by Jeff Easley's iconic Dungeon Master's Guide cover. This is, I think, the first DCC sheet I've done for anything other than level 0 characters.
PDF here.
Saturday, June 18, 2016
Wednesday, June 15, 2016
Character Sheet
Doodled another OSR style character sheet. Enjoy. And let me know if you use it. Take pics!
PDF here.
PDF here.
Saturday, June 4, 2016
Hammerhand
Hammerhand
No. Enc: 1d6
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 7
Attacks: 1 punch
Damage: 2d10
Save: F7
Morale: 12
Hoard Class: None
XP: 1140
These humanoid creatures are blue all over and have bodies like giant bears. Their muscular arms end in hammers, which they use to smash enemies to pieces. Hammerhands are not too bright but can be employed as guards. They rarely speak (most can’t) but communicate with each other by bashing their hammers together, a sound they can hear for up to 10 miles away. As magical beasts, they take only half damage from non-magical attacks. Because of their inability to employ subtlety, most employers avoid using these creatures as guards because they tend to destroy everything they touch.
A strike from a hammerhand fist will instantly smash wood, stone, and most other materials and normal items. Magical items and materials are allowed a saving throw to survive. Hammerhands are immune to charm spells.
No. Enc: 1d6
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 7
Attacks: 1 punch
Damage: 2d10
Save: F7
Morale: 12
Hoard Class: None
XP: 1140
These humanoid creatures are blue all over and have bodies like giant bears. Their muscular arms end in hammers, which they use to smash enemies to pieces. Hammerhands are not too bright but can be employed as guards. They rarely speak (most can’t) but communicate with each other by bashing their hammers together, a sound they can hear for up to 10 miles away. As magical beasts, they take only half damage from non-magical attacks. Because of their inability to employ subtlety, most employers avoid using these creatures as guards because they tend to destroy everything they touch.
A strike from a hammerhand fist will instantly smash wood, stone, and most other materials and normal items. Magical items and materials are allowed a saving throw to survive. Hammerhands are immune to charm spells.
Rabbits & Rangers: Sheep on the Borderland
My Monday group finished the first playtest adventure for Rabbits & Rangers, a Labyrinth Lord based guide to running cartoon animal campaigns. I cobbled the adventure together without writing much down. I decided to riff on B2: Keep on the Borderlands and I called it “Sheep on the Borderland” (naturally).
The gist was this. A band of adventurers called the Sheeple (all Sheep) went missing after making a journey to an ancient ruined keep northwest of the great city of Zyn Dweomer. The sister of the Sheeple’s leader enlisted the PCs to help her find her lost brother. Her name was Bree Arkus.
I took the map of the Keep and drew a ruined sketch of it. I put a huge rift in the earth next to the Keep, related to the dark magics that were at work in the area.
The PCs explored the surface of the ruin, where nearly all the walls and buildings were reduced to rubble. They fought hammerhands, who were responsible for most of the smashing of walls. It’s kinda like cats clawing… they gotta smash stuff.
Anyway, the culmination of the adventure was an encounter in the only remaining intact structure… the Chapel. So here’s a sketch of the Chapel layout.
There were stinky diseased goblins, Sheep, Monkeys, giant spiders, giant snakes, slithering snake people, and a half bull half sheep demon. It was fun. I learned a great deal about the tension between cartoon style mechanics and straight Labyrinth Lord play.
Next playtest begins Monday… In the Castle of Count Drake-Yulla! I hope to write this one up as a module to supplement the book.
The text for Rabbits & Rangers is finished. Right now I’m focused on playtesting and doing art for the book. I do not have a release date yet. It will depend on when I get the drawings done.
The gist was this. A band of adventurers called the Sheeple (all Sheep) went missing after making a journey to an ancient ruined keep northwest of the great city of Zyn Dweomer. The sister of the Sheeple’s leader enlisted the PCs to help her find her lost brother. Her name was Bree Arkus.
I took the map of the Keep and drew a ruined sketch of it. I put a huge rift in the earth next to the Keep, related to the dark magics that were at work in the area.
The PCs explored the surface of the ruin, where nearly all the walls and buildings were reduced to rubble. They fought hammerhands, who were responsible for most of the smashing of walls. It’s kinda like cats clawing… they gotta smash stuff.
Anyway, the culmination of the adventure was an encounter in the only remaining intact structure… the Chapel. So here’s a sketch of the Chapel layout.
There were stinky diseased goblins, Sheep, Monkeys, giant spiders, giant snakes, slithering snake people, and a half bull half sheep demon. It was fun. I learned a great deal about the tension between cartoon style mechanics and straight Labyrinth Lord play.
Next playtest begins Monday… In the Castle of Count Drake-Yulla! I hope to write this one up as a module to supplement the book.
The text for Rabbits & Rangers is finished. Right now I’m focused on playtesting and doing art for the book. I do not have a release date yet. It will depend on when I get the drawings done.