Saturday, April 30, 2016
Atlas Articularum
Check out Cyd Clark-Praxis' blog Atlas Articularum for some cool classes and OSR goodness. Got knights, satyrs, risen, paragons...oh my!
Saturday, April 2, 2016
April RPG Blog Carnival...Weird Weather
Mortaine over at Mortaine’s Blog is hosting April’s RPG Blog Carnival...and it’s all about weather. So here goes some weather related stuff. Because frankly I ignore weather too often in my games.
Your PCs are in a forest. You want something strange to happen with weather. Roll 1d6...
1d6 Roll
|
Weird Weather Event
|
1
|
Breezy with a faint smell of iron or blood in the air. The smell is coming from the west where a battle was recently fought and 13 bodies of ogre size are lying in a heap of ruin. One of them carries a scroll case that includes a map.
|
2
|
Drizzle. The rainfall is only heavy enough to be annoying. But the rain is a bit pasty...and smells a bit like honey. If a PC climbs to the top of a tree or flies up to look over the canopy they will see a giant beehive suspended in mid-air about 300’ above the trees. Giant bees can be seen crawling on its surface...and upon the backs of them are humanoid figures.
|
3
|
There is a heavy rain that falls in clumps and gets each PC wet right down to their privates. All paper products such as scrolls and spellbooks must pass a saving throw or be drenched, with a 2-in-6 chance of being ruined. This rain even seems to soak through metal! What wizardry is afoot? Perhaps the twisted spire of a ruined tower in the distance holds the answer.
|
4
|
Rain and thunder! The storm rages violently with a 1-in-6 chance every turn of a lightning strike. Each PC must save vs. paralysis. Those who fail are fried and knocked out for 1d6 turns. They awaken to recount visions of a massive, scaly monster awakening from a deep sleep in a watery tomb. He is hungry.
|
5
|
PCs start to feel the pitter patter of rain and the gusts of winds...coming from BENEATH them! Within 1 turn there is a torrential UP-pour of rain coming from the earth itself, tearing clumps of dirt and vegetation that are blown upward on raging winds. The winds scream and howl from holes in the ground, hollow trunks, and caves. Nearby the PCs spot the opening of one such cave from which can be heard sinister laughter.
|
6
|
The temperature drops suddenly. Within 1 turn the PCs can see their breath in the air. 1 turn later there is snow falling. And 1 turn after that the forest flash-freezes! All PCs must save vs. spells or be frozen in place as by a Hold Person spell. Only a Remove Curse spell can free them instantly. Otherwise they must be slowly warmed up with fire, in which case they will be free to move in 1d4 turns. While all of this is happening, a gang of 4d4 ice trolls come marching along, lead by a beautiful elf maiden with snow white hair. She is, of course, an ice witch.
|
Tuesday, March 8, 2016
Another OSR Character Sheet
Here's another OSR character sheet for your gaming pleasure. This one features some 1e style ability mods.
PDF here.
PDF here.
Sunday, March 6, 2016
Character Class: Neanderthal and Neanderthal Shaman
I recently started a new Labyrinth Lord campaign and one of my players chose to be a Neanderthal. Here are the class descriptions I'm currently using. Enjoy!
NEANDERTHAL
Requirements: Str 13, Con 13
Prime Requisite: Str, Con
Hit Dice: d10
From out of primordial caves the Neanderthals lumber, club in hand, ready to bash any monsters that get in their way. These hairy "cavemen" with sloped foreheads are similar to humans in height but thicker and heavier all over. They come from wild regions far from civilization.
They fear and respect magic. They will not use an item of magic without passing a save vs. spells. If the save fails, they will never use the item, considering it to be sacred (or evil).
Neanderthals attack and save as Fighters. They may use clubs, stone axes, spears, and hammers and may throw rocks with great accuracy. But when using any other weapon they have a -3 penalty to hit (-5 for bows and crossbows). Neanderthals wear as little clothing as possible and their thick hair and toughness grants them -1 to armor class. They may only wear hide armor but can use a simple shield if taught how to handle it.
A Neanderthal may willingly buck tradition and begin to use strange weapons and wear fancy armor. But such a dramatic shift in temperament will rob the character of its natural abilities. Such PCs become Fighters without any special Neanderthal abilities except for the inherent toughness (-1 to AC). Even then, such characters will naturally mistrust magic and must pass the saving throw vs. spells in order to use any magic item.
SPECIAL ABILITIES
Savagery: Neanderthals attack with primal ferocity and may re-roll any natural 1 when rolling for damage.
Stonework: Neanderthals may craft stone axes, spears, hammers, and clubs at a rate of 1 weapon per day, per level.
Toughness: When rolling for hit points Neanderthals may roll a number of dice equal to their new level and keep the best die result. They are highly resistant to extreme natural temperatures and dangerous weather conditions and get +3 to save against such effects.
Wary Hunter: Neanderthals are good hunters. Their skill in hunting and tracking in the wild is 75% plus Wisdom. Due to their increased awareness they are only surprised on a 1-in-6.
NEANDERTHAL
| |||
Experience
|
Level
|
Hit Dice
| |
0
|
1
|
1d10
| |
1500
|
2
|
2d10
| |
3000
|
3
|
3d10
| |
6000
|
4
|
4d10
| |
12000
|
5
|
5d10
| |
25000
|
6
|
6d10
| |
50000
|
7
|
7d10
| |
100000
|
8
|
8d10
|
NEANDERTHAL SHAMAN
Requirements: Str 9, Wis 9
Prime Requisite: Str, Wis
Hit Dice: d8
Among the thick-muscled Neanderthals are a few wise members who have been taught the ways of the primordial forces of nature and may call upon those forces to produce miracles. These priests of the cavemen, like Clerics, have the ability to cast magic spells sourced from the wild spirits they revere.
Like all Neanderthals, the Shaman must pass a saving throw in order to use a magic item. But the Shaman, in their wisdom, gains +3 to the save. Unlike other Neanderthals, the Shaman is more confident in his place as a holy one capable of wielding such power.
Neanderthal Shamans use the Fighter's attack values and saving throws. They may use clubs and staves as weapons and may wear hide armor. Like other Neanderthals the Shaman has a -1 to armor class due to toughness and their thick, hairy hide.
Neanderthal Shamans may cast Cleric or Druid spells per their own spell progression chart.
SPECIAL ABILITIES
Beast Master: The Shaman may conjure animals once per day. This ability improves to twice per day at level 3 and finally three times per day at level 6. The Shaman may also speak with animals once per day per level.
Beast Form: At level 3 the Shaman gains the ability to transform fully into any natural animal of HD equal to the Shaman's level or less. The animal must be common to the Shaman's area of origin. He may do this once per day, maintaining the transformation 1d4 rounds plus 1 round per level. While in animal form the Shaman retains all his mental faculties as well as gaining the general mental faculties of the animal.
NEANDERTHAL SHAMAN
| ||||||
Spells
| ||||||
Experience
|
Level
|
Hit Dice
|
1
|
2
|
3
| |
0
|
1
|
1d8
|
1
|
-
|
-
| |
1500
|
2
|
2d8
|
2
|
-
|
-
| |
3000
|
3
|
3d8
|
2
|
1
|
-
| |
6000
|
4
|
4d8
|
3
|
1
|
-
| |
12000
|
5
|
5d8
|
3
|
2
|
-
| |
25000
|
6
|
6d8
|
3
|
2
|
1
| |
50000
|
7
|
7d8
|
4
|
3
|
1
| |
100000
|
8
|
8d8
|
4
|
3
|
2
|
Thursday, December 31, 2015
Mobon
Years ago I did a comic book called Pan-Gea. The book was published by Ape Entertainment as that company got up and running. It was a good one, I think. I followed it up with another Pan-Gea comic called 7 Arrows. These are all available at my website.
Anyway, in the spirit of #finishit, here is another Pan-Gea tale that has been lying around for about 10 years. It isn't my best work but it's a succinct little tale and I might as well put it out there into the world.
The character has a name but I choose not to utter it. She goes way, way back for me. She was my first serious D&D character.
Enjoy. And finish your projects, you lazy bastards.
Anyway, in the spirit of #finishit, here is another Pan-Gea tale that has been lying around for about 10 years. It isn't my best work but it's a succinct little tale and I might as well put it out there into the world.
The character has a name but I choose not to utter it. She goes way, way back for me. She was my first serious D&D character.
Enjoy. And finish your projects, you lazy bastards.
Wednesday, December 30, 2015
DCC RPG: d7 Things Found in a Barn
This is what happens when my kids dominate my computer and drawing area and I'm sitting on the couch with paper, pencil, and pens.
Ostensibly this is for DCC RPG since nearly everything I do is based on Labyrinth Lord and I want to give DCC more love. But of course you can use it however you want.
Click here for a PDF.
Ostensibly this is for DCC RPG since nearly everything I do is based on Labyrinth Lord and I want to give DCC more love. But of course you can use it however you want.
Click here for a PDF.
Tuesday, December 29, 2015
DCC Class: Chainmail Chicken
I'm always thinking about how to put funny animals into RPGs in a way that feels right for me. So here's a pass at doing a DCC class based on the ubiquitous chainmail chicken...
Get the PDF here...
Get the PDF here...
CHAINMAIL
CHICKEN
You are no
mere seed-pecker, no simple egg-layer. You were born under a brighter star and
will submit before no man or rooster. With a hefty blade in your feathered hand
you hack, slash, and cluck your way to a heroic destiny.
Hit Points: You gain 1d10 hit points per level.
Weapon Training: You can use any weapon that is
common to your place of origin. Upon using a new weapon for the first time you
lose 2 die steps on your attack, but this penalty vanishes immediately.
Alignment: You are a free spirit, often battling against an
oppressive hierarchy. You lean toward neutrality or chaos but may also be lawful.
Warrior Tricks: As a clever fighter you share
the warrior’s Mighty Deed Die and can perform awesome Deeds. You use the
warrior’s level advancement table.
Initiative: You add your level +1 to initiative rolls. You
are perhaps a little too keyed up.
Aura of Awesome: Something about a chainmail
chicken fascinates her enemies. When you issue a challenge to your enemies
before striking a blow they must all pass a Will save or be temporarily impressed,
suffering a -1d3 to all attacks against you until the save is made or until you
take a blow or miss an attack. The DC for this save is your Luck score + Personality
modifier + half your level, rounded down.
Flogger: In combat you sometimes go a bit nuts, launching into a
wild flurry of attacks that, while awkward and clumsy, can be quite
devastating. When you have lost half or more of your hit points in a single
fight you can flog. If you do not wish to flog you must pass a Will save vs. a
DC equal to the last successful attack roll against you. Only then can you
quell the furious anger swelling in your bosom.
Level
|
Title
|
1
|
Squawker
|
2
|
Pecker
|
3
|
Seed Slayer
|
4
|
Flogger
|
5
|
Feathered Champion
|
A flogging attack
must be in melee. During a flogging, you make a number of attacks against any
enemies within a 10’ radius equal to your Luck + level. These attacks cannot be
Deeds and you do not gain the benefit of a Deed Die modifier, though your Luck
modifier must be added to the roll. Each time you miss a flogging attack your
Action Die is reduced a die step. These quick, shallow, unfocused attacks deal only
half damage. Crits count only as automatic hits but gain no other benefits. A
flogging attack lasts one round. Your AC and next attack roll are reduced by
1d3 for one round following such a frenzy of blows.
Feathered Faller: You can’t fly but you do have
feathery wings. For every 10’ you fall up to 100’ you may make a DC 10 Ref save
to avoid all damage, applying the appropriate check penalty based on armor
worn. If you are carrying an excessive amount of equipment the Judge should
assign a check penalty for that as well.
Monday, December 28, 2015
Peryton RPG
Peryton FRPG by Christina Lea. I bought this for two reasons. First because Alejandro Gutierrez Franco did the cover. Second because it is an example of a complete game in a fairly small package (144 pages), which I like.
I didn't realize this was a 3x OGL clone until I got it in the mail. That's fine, but I was hoping for an original system. I probably didn't read the description fully.
The layout is clear, fonts are big enough, and the art is ok throughout. The cover is great, of course. So overall the book itself is about an average product.
The system is stripped down 3.5. Simplified nicely into a tight package. I noticed that it has an XP system I have toyed with myself. Basically you earn and spend XP to level up 1:1. So getting level 5, for example, costs 5 XP. However, the text says you earn XP for doing amazing things such as winning an epic battle or solving a tricky puzzle. It seems to me that if you give XP for each successful challenge the party would be hitting new levels very quickly. Perhaps that is by design. A GM could slow that down if they wanted a longer campaign or keep it as-is for more rapid advancement.
Overall, I'm not disappointed with the book though I'm also not blown away. It's good. It's tight. If you want a simple and complete modern D&D style rules set that is inexpensive this will do the trick.
Wednesday, December 9, 2015
Silverwash
Silverwash, a strange flow often found underground. For Andy Solberg's upcoming Tomb of the Feathered Mage module for OwlCon.
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