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Showing posts from June, 2020

アンデッド!!!

Geist Armor Class: 12 Hit Dice: 3** Attacks: 1×touch (1-12) To Hit: +2 Movement: 120' (40') flying Saving Throws: as Fighter 3 No. Appearing: 1-4 (1-6) Morale: 12 Alignment: Chaotic XP Value: 65 Treasure Type: B Undead: The geist makes no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind  affecting or mind-reading spells (e.g. charm, hold, sleep). Mundane Weapon Immunity: The geist is only harmed by silver weapons or magic. Lesser undead spirits that only appear at night. They appear to be adorned in a burial shroud and religious amulet and chains. Skinrender Armor Class:  13 Hit Dice:  6** Attacks:  2×claw (1-6+rend/1-6+rend), 1×bite (1-6+rend) To Hit: +5 Movement: 90' (30') Saving Throws: as Fighter 6 No. Appearing:  1 Morale: 12 Alignment: Chaotic XP Value: 725 Treasure Type: None Undead: The skinrender makes no noise, until they attack. Immune to effects that affect

Tables are Fun!

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Here have one! A looting table I made for a modern/near future survival horror instant fuzion gaiden game that never got off the ground. pdf format

BUGS!

Just a trio of bug monsters to help and harm your player characters~ Duct Crawler Armor Class: 11 Hit Dice: 2+1* Attacks: 1× bite (1-6) To Hit: +2 Movement: 60' (20') / 60' (20') wall-crawling Saving Throws: as Fighter 2 No. Appearing: 1 – 4 (1 – 6) Morale: 6 Alignment: Neutral XP Value: 35 Treasure Type: L + 1d6×100 GP in assorted gemstones Attacks from Hiding: Duct crawlers, if they think they succeed, always attack from stealth. Opponents that can be surprised are always surprised by the attack of a duct crawler. Oversized ants, duct crawlers prefer to dwell in the rafters and air vents of old castle ruins. They are cowardly and will flee at the slightest provocation. However, their lairs often have a wealth of collected gemstones. Goldenglow Moth Armor Class: 11 Hit Dice: 1* Attacks: None To Hit: +0 Movement: 90' (30') flying Saving Throws: as Cleric 9 No. Appearing: 1 (1 – 4) Morale: 5 Alignment: Lawful XP Value: 13 Treasure Type

Falchion

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I understand that Fire Emblem doesn't care and some guy who didn't know shit about actual medieval weapons just grabbed a sword name that looked cool and used that for the holy dragon-slaying sword. Like I get it. I really do get it, but I still don't like it. Even if you want to argue that my falchions aren't historically accurate (I know they're not perfect, but they at least fall within the loose parameters of a falchion), but at least they're not broadswords with overly long grips. So, in awakening one of the characters explains to Lucina that the reason the sword looks so different is because the hilts have broken multiple times and the blade needed to be refitted over the last 2,000 years since it was first gifted to her ancestor Marth. I'd accept that and be cool with it if the two that were supposed to be the same weapon were the middle two. But no, the top and bottom two are the same falchion, and the second one down is a copy created

Roleplay is OSR

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Folks in some OSR circles like to act like roleplay and narrative don't have a place in classic D&D gaming. Thinking it's just Outdoor Exploration and Chainmail. Even if OD&D was that (it's not, but if it was) there is room for characterization. I mean, come on, right here on page 3 of [B2] Keep on the Borderlands, often hailed as the best starter adventure for classic D&D, it tells you to fucking roleplay your characters. So, yeah.

Angelic Adversaries! (BX/OSE)

For reasons beyond me BX D&D never had angels, devils, or demons as a part of any official bestiary. My best guess is it had something to do with Basic being an introductory system for the young'uns and wanting to avoid the ire of religious groups. Anyway, I made some angels using my usual converting from M:TG cards method. Angels Agents of the divine realms who serve the gods as messengers and warriors. Behavior: Angels are benevolent but not necessarily kind. They are agents of the gods, and when encountered are usually on a mission from their master or are guarding something their master holds dear. Immortality: Angels do not die when their hit points are reduced to 0. Instead they are banished from the world of men and return to the domain of their masters to be reformed. Immune: Angels do not take damage from normal fire, and cannot be petrified, poisoned, or diseased. Mundane Weapon Immunity: Angels are only harmed by magic or magic weapons. Resist: Angels take

Flametongue

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I found an infographic I made a while ago that is really simple. It's just me writing in my own shitty handwriting (and I can provide samples if you really want proof that its mine, just ask) where I took the entries from AD&D1E and AD&D2E for the Flametongue sword and placed them next to the 3.5 and 5E versions of the weapon. I skipped 4E since it's different kind of fantasy RPG just branded D&D, but still. When I first posted it on /tg/ it caused a lot of shitflinging and handwringing for about a day. The thread got over 100 posts but fell off the board before it could autosage. The post itself didn't have an explicit moral judgment on which is better, but since this is mostly an OSR blog you can guess where I stand on this... well at least the 3.5 version can shoot a fireblast. That's something more than just degrading a unique weapon name to "sword +1, flames on command"... yeah.

Three More Monsters (BX/OSE)

A trio of monsters converted from M:TG cards, since that's a thing I like to do. I'll post my process sooner or later. It's a mix of both the method from Inquest magazine for 2E and the infographic from /tg/ for converting them to OD&D. I'll mock up an infographic and explain my process sooner or later, just not now. The "Crag" giant from my first post is actually a converted Craw Giant card. Necropede Armor Class: 11 Hit Dice: 2** Attacks: 1×bite (1-6 + poison) To Hit: +1 Movement: 90' (30') Saving Throws: as Fighter 2 No. Appearing: 3 - 6 (1-4) Morale: 7 Alignment: Neutral XP Value: 30 Treasure Type: None Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells. Poison: Causes victims to become horribly sick for 1-10 days on a failed save. A sick character's movement is halved and suffers a -2 penalty to attacks and saves. Artificial centipede constructed from brass and spite, and animated with necromancy. Rea

New (old) Spells

I was digging through some old burned disks I had, and found a .txt file from a long time ago. Probably left over from when I was backing up my three and a half inch floppy archive on an older computer. Well on that disk, besides finding a specialty cleric class for 3.0 D&D, I found some spells that dated back to my campaigns in highschool with BEMCI. So yeah, here's those spells plus one more that I've made in the interim. The formatting has been altered to fit with the style of OSE. If you're wondering the newer one is Seal Magic, which was needed for a Dragon Quest I thing I'm working on. ALZARBIN'S COMBAT ILLUSION 2nd-level magic-user spell Duration: 2 – 8 rounds Range: 120' A single creature must save vs. spells or be assaulted with hallucinations of being surrounded by enemies. In Melee: Any attack it makes or special ability it tries to use has a 50% chance of failing due to the creature trying to attack an illusory double or believing their at

Darth Homonculus (SWSE)

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I was a huge fan of Star Wars Saga Edition when it dropped, and still feel it's the best RPG that WotC has ever made. I ran three campaigns with it and played in one other. Eventually, if I can ever find my notes, I want to codify my adventure based on the Rancid album Indestructible, but for now you get an NPC from one of the campaigns that I kept a hold of and made into a drop-in antagonist. DARTH HOMUNCULUS Alias: 8EG, Egg, T4SE, Mister Cruiz Species: EG model protocol droid Occupation: Translator, walking-talking instruction manual on how to be a shit lord 8EG is, somehow, a droid sith lord. Not a real sith lord, as droids cannot be force sensitive. But an advanced assassin droid programmed with lightsaber combat and access to all of the personal libraries of the long dead sith Ver Ital. Under his guise of 8EG, he is a protocol droid specialized in translation, and will remark that he was modified by a former owner to act as a bodyguard but finds the work distasteful. 8E

My first four D&D characters

Let me tell you of my first four D&D characters. The first was Bob, the Fighter. Bob was the character created in the choose your own adventure intro portion of the BECMI basic book. The one that let Alena die and maybe got charmed by Bargle. The friend who gave me the basic book let me bring him into his game, and Bob was level 2 when he died trying to be the big damn hero and swing over a pit. He fell to his death. Bob was replaced by his eldest son Bob II, the Fighter. Bob II came to find what happened to his father after money stopped being sent back home. He died at level 3 in the Caves of Chaos, to the goring horns of the Minotaur. Third was the cousin of Bob II, Bobbert. Bobbert was a hireling that Bob II brought along to be a man-at-arms/camp guard but replaced Bob II when he died. Bobbert was my first attempt at being "creative" with my characterization so he insisted on eating what he killed. Over a decade later when recounting this to a friend of mine in the Na

Ascending AC

reposted from my twitter because it belongs here The only valid argument in support of descending AC + Attack Matrix or THAC0 combat is nostalgia. Ascending AC with d20+To-hit Bonus is algebraically identical. There are no differences in probability, and in the hands of veteran gamers no difference in the amount of time it takes to determine if an attack hits. The big difference is for new players. AAC is simply faster and easier for players adapting from modern systems to adapt to and for brand new players to learn. Old Grogs who claim otherwise are... well, I don't feel comfortable calling them liars. But I doubt they'd be comfortable saying that again under Geas. To the argument that the Attack Matrix keeps out disengaged players, to that I say fuck you and your mom. Yes, a small amount of gatekeeping is necessary to ensure the community leaders are not using the hobby for clout and legitimately care about the hobby. But to limit the number of new players because you'v

Homebrew Monsters (BX/OSE)

These first three monsters are ones I made for /osrg/. Blight Toad Armor Class: 14 Hit Dice: 3+1** Attacks: 1×tongue (1-8 + grab) or bite (2-12 + disease) To Hit: +3 Movement: 30' (10') / 90' (30') swimming Saving Throws: as Fighter 3 No. Appearing: 1 – 3 (2 – 8) Morale: 8 Alignment: Neutral XP Value: 100 Treasure Type: D Grabbing Tongue: When hit with its tongue the victim is grabbed and will be bitten automatically on the next round. Disease: Creatures bit by the blight toad must save vs. poison or contract swamp blight. Swamp blight has the same effects of the cause disease spell. Omnivorous and amphibious, 3' diameter toads. Thier bodies are covered in pustules, buboes, and throbbing warts. They live in swamps and subsist mostly on small game and fish but will attempt to eat anything not wrapped in heavy armor. Blight toads collect a lot of treasure in their homes but only have a 5% chance of being found in their lair. Gravity Beetle Armor Cla