Friday, July 20, 2018

The Black Hack: Alternate Armor Rules

I've had this idea rolling around in my head for Armor in an OSR game.

I think it fits closest as a solution for The Black Hack (although I am not sure how armor will be handled in TBH 2E).

Essentially, when you are hit by an attack you roll a d6. If the number roll edis equal to or less than your armor, you take 1/2 damage from the hit (round down).

This does require a reworking of TBH's armor:

Gambeson 1 or less on a d6
Leather 2 or less on a d6
Chain Mail 3 or less on a d6
Plate and Mail 4 or less on a d6
Shield (no small or large) +1 (e.g. If I'm wearing Chain Mail and carrying a Shield, I need a 4 or less on a d6).

Thursday, July 19, 2018

Hackable: Mutants & Masterminds with Hit Points and Damage Dice

My first gaming love was superheroes and I'm considering running a superhero game again. I surprised myself by taking a really hard look at Mutants and Masterminds 3rd Edition. MnM is a great game, I've ran 1st and 2nd Editions, but it doesn't use Hit Points. And I really like Hit Points.

Now, I make take the original rules for a spin, but I've worked up a series of rules options for Hit Points, Damage Reduction, and Standard d20 Damage.

These have not yet been tested:

Hit Points
Each character had a d6 Hit Die. Hit Points are either rolled while adding Stamina for each Power level or you can simply take 4 + STA per Power Level.

E.G. Horus is Power Level 7. His STA is 2. He chooses the latter option and has Hit Points equal to 42 (4+2x7).

Damage Reduction
Power and Feats that added to the Toughness Save now provide Damage Reduction equal to it's Rank.

E.G. Ferra has Protection 10, so if she is hit by 22 points of damage her Protection subtracts 10, so she only loses 12 Hit Points.

Standard d20 Damage
An offensive power deals damage equal to it's Rank/3 with any remainders being a bonus to the die roll.

E.G. Fireball has Energy Control: Ranged Combat 11, so when she hits with her attack she inflicts 3d6+2 damage.

Tuesday, July 17, 2018

Fiend Folio: Crog for Dungeons & Dragons 5th Edition

Skylla Dunwittee was a fourth generation Witch. She had always prided herself on her accomplishments as an Enchtress and often let her mind drift back to her days an adventurer with the Band of Iron. How she missed the Band. It made her remember when they sacked Ker Loomis' Tower. They had lost Aldric on that one, but Ker Loomis' work on monstrosities had certainly come in handy in creating her crogs to defend her own home, here within the Bog. They kept away unwanted visitors, managed to convince those foolish bullywogs that she was sort of goddess and kept those damnable trolls at bay. How she hated trolls and all of their ilk. Thank goodness for her crogs.

Crog (Special thanks to the Grand DM)
Large monstrosity, neutral evil

Armor Class 13
Hit Points 33 (6d10 + 12) 
Speed 40 ft.; swim 40 ft.
   Str                  Dex                Con           
18 (+4)       16 (+3)         14 (+2)  
   Int                  Wis                Cha
4 (-3)         11 (+0)          2 (-4)

Skills Perception +2, Stealth +5
Senses Darkvision 30 ft., passive Perception 12
Resistances Poision, fire
Languages --
Challenge 1 (200 XP)

Amphibious. The crog can breathe air and water.

Standing Leap. The crog's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.


Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the crog can't bite another target.

Swallow. The crog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the crog, and it takes 7 (2d6) acid damage at the start of each of the crog's turns. The crog can have only one target swallowed at a time. If the crog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.

Monday, July 16, 2018

Labyrinth Lord Next: Magic-User

When I run B/X DnD, I will probably use Labyrinth Lord because of it's organization. I wanted to present all of the relative information about each class for my players in one block. 

Additionally, I'm tweaking each class with some house rules that reach out to other editions of DnD.

Changes to the class are in yellow.

Requirements: None
Prime Requisite: INT
Hit Dice: 1d4; +1 HP per level starting at 10th level
Maximum Level: ---

Class Abilities
   • Cast magic-user spells
   • They may use a type of wand known as a virge 
     (when a virge targets a creature it must make a 
      save vs wands or suffer 1d6 damage. However, 
      it can only be used if the magic-user has at least one 
      unused spell slot left)
   • May create new spells and magic items    
   • Stronghold at 11th level

Level      XP      AtB*  BrA    Po/D   Pe/P    W   Sp/D     
1            0          +1     16       13      13       13     14 
2           2,501    +1     16       13      13       13     14 
3           5,001    +1     16       13      13       13     14
4         10,001    +2     16       13      13       13     14
5         20,001    +2     16       13      13       13     14 
6         40,001    +2     14       11      11       11      12 
7         80,001    +2     14       11      11       11      12 
8       160,001    +3     14       11      11       11      12 
9       310,001    +3     14       11      11       11      12 
10     460,001    +3     14       11      11       11      12
11     610,001    +4     12        9        9         9        8 
12     760,001    +4     12        9        9         9        8 
13     910,001    +5     12        9        9         9        8 
14  1,060,001    +6     12        9        9         9        8 
15  1,210,001    +6     12        9        9         9        8
16  1,360,001    +7       8        7        6         5        6 
17  1,510,001    +7       8        7        6         5        6 
18  1,660,001    +7       8        7        6         5        6 
19  1,810,001    +8       7        6        5         4        4
20  1,960,001    +8       7        6        5         4        4
*Attack Bonus

Sunday, July 15, 2018

Monster Mythology: Tsathogga, The Frog God

"It was very squat and pot-bellied, it's head was more like a monstrous toad than a deity, and it's whole body was covered with an imitation of short fur, giving somehow a vague sensation of both the bat and the sloth. It's sleepy lids were half-lowered over it's globular eyes; and the tip of a queer tongue issued from it's fat mouth. It was an Old One, an Aberration, ancient and cyclopean, neither noticing or caring about the existence of the infantile races that now crawled amongst the planes."

Tsathogga, the Frog God
Gargantuan aberration, chaotic evil

Armor Class 21
Hit Points 672 (32d20 + 300) 
Speed 80 ft.; swim 80 ft.
   Str                  Dex                Con           
30 (+10)       18 (+4)         30 (+10)  
   Int                  Wis                Cha
23 (+5)         22 (+6)          24 (+7)

Saving Throws STR +19, DEX +13, CON +19, WIS +15
Senses Darkvision 240 ft., truesight 120 ft., 
   passive Perception 17
Resistances Cold, fire
Immunities Acid, lighting, poison, psychic
Condition Immunities Frightened, poisoned, stunned
Languages Common, abyssal, deep speech, primordial, 
   telepathy 240 ft.
Challenge 32 (210,000 XP)

Acidic Hide. Tsathogga constantly oozes and drips acid. Creatures attacking Tsathogga in melee take 2d8 points of acid damage each time one of their attacks hits. Any weapon striking Tsathogga’s acidic body risks being destroyed. If a creature rolls a 1 on a melee attack roll against Tsathogga roll a d20, on a 1 or 2 the weapon is destroyed.

Amphibious. Tsathogga can breathe air and water.

Legendary Resistance (5/Day). If Tsathogga fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless it wishes to be affected, Tsathogga is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Tsathogga's weapon attacks are magical.

Probing Telepathy. If a creature communicates telepathically with Tsathogga, it learns the creature's greatest desires.


Multiattack. Tsathogga can use it's Maddening Presence. It then makes three attacks: two slam attacks and one with it's tongue.

Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Tongue. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Maddening Presence. Each creature of Tsathogga's choice that is within 240 feet of Tsathogga and aware of it must succeed on a DC 23 Wisdom saving throw or gain a short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, a cure for the madness is used, or the effect ends for it, the creature is immune to Tsathogga's Maddening Presence for the next 24 hours.


Tsathogga can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tsathogga regains spent legendary actions at the start of its turn.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 
Hit: 32 (4d10 + 10) bludgeoning damage plus 14 (4d6) poison damage.

Blasphemous Croak (Costs 4 actions). Tsathogga unleashes a piercing croak that affects all enemies within 100 ft. Target creatures must make a DC 24 Constitution saving throw, gaining one level of exhaustion and being knocked prone of a failed save.

Spit Poison (Costs 2 Actions).Tsathogga breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Seeping Darkness. Tsathogga can billow forth a cloud of thick, dark fog from his skin. This fog spreads fills a 50-foot-radius. The darkness generated by the cloud nullifies non-magical lights and magical lights within the area. The sphere spreads around corners. A creature with darkvision can'st see through this darkness, and non-magical light can't illuminate it. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.

Saturday, July 14, 2018

Shadow of the Demon Lord: Orangutan-Man

"Within the Assembly of Apes, the orangutan caste are scholars, philosophers, lawmakers, and psykers."

Orangutan-man          DIFFICULTY 10
Size 1 ape-man
Perception 13 (+3)
Defense 11; Health 15
Strength 12 (+2)   Agility 13 (+3)   Intellect 13(+3)   Will 12 (+2)
Speed 10
Skeptic An orangutan-man makes any challenge roll to resist 
   a spell with 1 boon. 

Pistol (medium range) +3 (2d6)

Power 1
Telekinesis forceful push (2), crush (1), telekinetic shield (1)
Telepathy sense thoughts (2), share thoughts (2), message (1),
   mind stab (1)

If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.

Friday, July 13, 2018

Creature Crucible: Starro for Labyrinth Lord

Art by Phil Cho

Starro for Labyrinth Lord
AL L, MV 20, AC 2, HD 11, #AT 3 [extremity], 
THAC0 12, DG 2d4/2d4/2d4, SV 11 cleric, ML 12,  Any creature within 10 feet must make save vs spell or be charmed, if a creatue has succeededs on their save they are immune for 24 hours, XP 1,300

Starro is an ancient abberation with a central eye and prehensile extremities. Starro believes itself to be a god and seeks to rule the multiverse. It can create smaller duplicates of itself which attach themselves to their victims and charms them into serving it.

(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes on Patreon.)

The Black Hack: Alternate Armor Rules

I've had this idea rolling around in my head for Armor in an OSR game. I think it fits closest as a solution for The Black Hack (altho...