Sunday, August 19, 2018

Shadow of the Demon Lord: Dwellers in the Dark


The dwellers in the dark left the surface world over a thousand years ago to worship Chod'Xoth the Nightbringer. Their shamans taught them what fungi to eat for darksight and food. Within in a few hundred years the strange radiation of the caverns and their diet of mushrooms has altered them significantly. Their skin has lost all pigment and their sense have completely adapted to the darkness below. They currently tend to the Egg of Night, where the await the hatching of Chod'Xoth, who will lead them into glory.

Dweller in the Dark          DIFFICULTY 5
Size 1 frightening humanoid
Perception  12 (+2), darksight
Defense 9; Health 15
Strength 12 (+2) Agility 10 (+0) Intellect 9 (-1) Will 8 (-2)
Speed 10
Sunlight Senstivity Dwellers have 2 banes on any attack or 
   challenge roll while in direct sunlight.


ATTACK OPTIONS
Spear (melee or short range) +2 with 1 boon (1d6)



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Saturday, August 18, 2018

Untold Adventures: Orbling






Orbling for Untold Adventures
Armor Class: 7 [12]
Hit Dice: 2
Attacks: Bite
Special: Orblings critically hit on a 19-20.
HDE: 2
Orblings are strange planar beings who are called to the prime material plane when too much magic is channeled in an area in a very short time, and a hole to their home plane is ripped open and allow them to pour threw.



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Friday, August 17, 2018

Dungeon Mastering 101: Good Ideas Should Be Carried Over




I've been running DnD 5E for about 7 year now (when you count the playtest) and one of the ideas it brought to my attention was using average damage for antagonists. It's less math at the table, less time, it's just cool.

However, when I run other games, I don't import this idea. Why not? It's serviceable, I enjoy it, it's a win-win. I'm sure other DMs are smarter than me and have already thought about this and did it, but it was a EUREKA moment for me this morning.

Currently, I'm running Shadow of the Demon Lord, another game I love, and as I was going over last night's combat, I started wandering why I wasn't using average damage? In many ways it's even easer than DnD, because you generally don't add anything to damage in SotDL. 

Then it occurred to me, that the only reason I don't is because the rulebook didn't spell it out. That's sad. I've been a DM for over three decades and I shouldn't need that spelled out.

If you happen to be like me and enjoy a rule from a game your currently running, go ahead and try importing it. I give you and myself permission to do so.

Thursday, August 16, 2018

Untold Adventures: Sagitaur




Art by Orion35

Sagitaur for Untold Adventures
Armor Class: 8 [11]
Hit Dice: 1
Attacks: Bow
Special: None
Move: Fast
HDE: 1

Satitaurs are nomads who hunt the plains. The often travel in groups of 1d6+1. They find the hearts of humans to be a delicacy and believe that it grants them otherwordly skill, strength, speed, and endurance.



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Wednesday, August 15, 2018

Creature Crucible: Ahuizotl for Labyrinth Lord


Ahuizotl for Labyrinth Lord
AL N, MV 30 (Swim 60), AC 8, HD 2, 
#AT 1+1 (bite), THAC0 18, DG 1d4+1, 
SV 1 thief, ML 9,  Can hold it's breath for up 
to 10 minutes,  XP 21

Ahuizotl are believed to be related to otters. They look like a dog with a monkey’s hand on the end of its tail and a penchant for water. They hunt in the shallow parts of rivers, waiting to amubush pray—grabbing their targets with its murder hand and pulling them under. Then it eats their eyeballs, teeth and nails while drowning it's victims. 

When a creature is fighting an ahuizotl in water, it must make a Save vs Petrify/Paralyze at the end of it's turn. On a failure, the creatues has a 10% chance of drowning and each additional failure increases it's chance of drowning by +10%. Any success on the Saving Throw removes the creatures chance of drowning for that turn.



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Creature Crucible: Fin Fang Foom


Fin Fang Foom for Labyrinth Lord
AL C, MV 40 (Fly 100), AC -1, HD 13, 
#AT 3 or 1 (2 claw, 1 bite or breath), THAC0 10, 
DG 1d8, 1d6+8, 4d8, SV 13 fighter, ML 12,  
Breath weapon is 50' long, 40' wide cloud of chlorine gas,
Foom may cast 5-1st level spells, 4-2nd level spells, 
and 2-3rd level spells,  XP 2,400

Fin Fang Foom claims to be the very first dragon. He is huge, angry, crazy, and powerful. His claim may be true or it could be just another one of his pronouncements. Other dragons are afraid of Foom, as well. His presence guarantees that something terrible is about to happen.



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Monday, August 13, 2018

Untold Adventures: Manaconda




Art by KingOvRats


Manaconda for Untold Adventures
Armor Class: 5 [14]
Hit Dice: 6
Attacks: Constrict
Special: When a creature is hit by a manaconda, they must succeed 

   on a Saving Throw get free of it at the beginning of their turn.
Move: Standard on land, Fast in water
HDE: 7

Manacondas are solo hunters who cannot be seen if they remain motionless in cover. 



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Tuesday, August 7, 2018

Shadow of the Demon Lord: Tooth Faerie



The tooth faerie isn't bringing you a gift. It watches and waits near faerie rings. It smells like dead leaves and breathes like it has consumption. It wants your teeth. Wether you live through the experience or not, wether you can eat solid food ever again, it simply wants your teeth. It collects them and trades them with others of it's kind. Matching shapes and colors: yellow, brown, and black. If you smell, hear, or see one coming, pray that you are not alone. Then you only have to outrun whoever is with you.

Tooth Faerie          DIFFICULTY 50
Size 1/2 frightening faerie
Perception  14 (+4), darksight
Defense 14; Health 25
Strength 13 (+3) Agility 14 (+4) Intellect 12 (+2) Will 16 (+6)
Speed 15

Immune damage from disease; charmed, diseased
Spell Defense A tooth faerie takes half damage from 
   spells and makes any challenge roll resist a spell 
   with 1 boon. A creature attacking the dryad with 
   a spell makes the attack roll with 1 bane.
Iron Vulnerability A tooth faerie is impaired while 
   it is in contact with iron.
ATTACK OPTIONS
Go for the Teeth (melee) +4 with 1 boon (1d6+2 plus 
   By the Nerves and lose 1d3 teeth on attack roll 20+)
By the Nerves The target is immobilized. If it is already 
   immobilized it takes 1d6 extra damage.


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Untold Adventures: Warmage Type






A New Type for Untold Adventures

Warmage (Spellcaster)

You have focused your arcane studies on channeling spells of destruction.
Benefit: You may cast the Magic Missile (see below) spell
Restriction: You may not cast the Cure (Cause) Light Wounds spell or the Cure (Cause) Serious Wounds spell.

Magic Missle
Spell Level: 1
Range: Range 150'
Duration: Instantaneous
A missile streaks from the caster’s finger to automatically hit it's target for 1d6+1 damage. Starting at 4th level, the caster may create two missiles. At 7th level, the caster may create three missiles and at 9th level, they may create four missiles.



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Monday, August 6, 2018

Shadow of the Demon Lord: Watcher in the Woods


The Watchers are dark sentinels who grow amongst the tainted forests and woodlands that are home to witches. Like a cancer, the evil that empowers a witch, works it's way into the soil and roots of the life that grows there, twisting it, growing it into guardians that serve her dark needs.

Watcher in the Woods          DIFFICULTY 10
Size 1 frightening plant
Perception  11 (+1), darksight
Defense 13; Health 18
Strength 13 (+3) Agility 10 (+0) Intellect 10 (+0) Will 11 (+1)
Speed 8



ATTACK OPTIONS
Claws (melee) +3 with 1 boon (1d6+1)
Thorns (short range) +0 with 1 boon (1d6)


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Sunday, August 5, 2018

Untold Adventures: Turtle Folk Race and Ninja Type






A New Race and Type for Untold Adventures

Turtle Folk
Turtle folk, also know as kappa or tortoles, are a curious and generally peaceful race that lives on the coasts. They can advance to 7th level in any class.
Shell: Turtle Folk gain a +1 to AC
Starting Equipment: One Melee or Ranged Weapon of choice.


Ninja (Any)
You are a deadly master of the shadows, using them to slay your enemies.
Benefit: You may cast Invisibility once per day.
Restriction: You may not wear Medium and Heavy Armor or use Shields.


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Saturday, August 4, 2018

Untold Adventures: Osseous Hound





Demon, Osseous Hound for Untold Adventures
Armor Class: 6 [13]
Hit Dice: 2
Attacks: Bite
Special: Any creature that hits the hound with a melee weapon 
   takes 1 point of damage 
Move: Fast
HDE: 3

Osseous hounds were created by the Demon Lord Ahazu as hunters to abduct his prey. They have become popular amongst other demons for the usefulness outside the abyss and their staunch obedience. The bony forms, with their jagged protrusions, are deadly for anything in close combat with them.



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#RPGaDAY 2018: Day 1 - 5



Day 1: What Do I Love About RPGs? I love getting together with people friends, laughing, rolling dice, having a good time, and sharing a story.

Day 2: What Do I Look For in a RPG? I prefer hit points, a unified system, and something easy to learn. These days my favorite game is Shadow of the Demon Lord.

Day 3: What Gives a Game Staying Power? Hmmm...from a publishing perspective, cool hook and neat mechanics, a cult following at minimum. At my table, if it's fun it stays. We stick mostly with DnD 5E and Shadow of the Demon Lord. We've waled away from Feng Shui, the Cypher System, Savage Worlds, and FAE.

Day 4: Most Memorable NPC? Gutenburg, a giff guard on the paraelemental plane of mud, who worked for the city of Pelm.
He was foul-mouthed and nosy. His personality came to me, like an lightning bolt, in an instant.

Day 5: Favorite Recurring NPC? Krent D'Midnite. A mustache twirling tiefling who thinks he's a criminal mastermind and ALWAYS wears a cape.

Hackable: Shadow of the Labyrinth Lord

While I am a fan of Old School DnD and Labyrinth Lord, in particular, I really enjoy Robert J. Schwalb's masterpiece, Shadow of the Demon Lord.

It got me thinking about running LL using the SotDL engine.




Here is the rundown of how that would be implemented:

You would use LL's Ability Scores, but they would work like they do in SotDL. E.G., a STR of 12 would be a +2 to a STR Challenge Roll.

Starting Hit Points would be equal to CON and you would gain 2 to 4 HP per level.

Defense would replace AC and your base Defense would be equal to DEX. Use SotDL's equipment list.

Saving Throws would map out to Ability Challenge Rolls:
  Breath Attacks = DEX
   Poison or Death = CON
   Petrify or Paralyze = CON
   Wands = DEX
   Spells or Spell-Like Devices = WIS

Challenge rolls equal the same as they do in SotDL.

Skills or Class Abilities grant a Boon on a Challenge Roll.

My goal is to keep magic as it works in LL.

I intend to work some class breakdowns.

Friday, August 3, 2018

Pathfinder 2 Launch Day Thoughts

I had planned more of a post, but I'm digesting Pathfinder 2 Playtest.




I intend to run it in the next month and I'll post about it when I do.

At first glance, it exemplifies the things I didn't like about DnD 3.X/Pathfinder 1. That doesnt' mean it's not a good game, just that I prefer DnD 5E, Shadow of the Demon Lord, and Labyrinth Lord.

Really not sure about the whole 3 actions per turn.

And the Persistent damage of Acid with a flat d20 roll against a DC 20 is CRAZY.

I don't know how the difference in being Untrained (Level-2) to Legendary (Level+3) can be profound enough to matter?

I remember when DnD 3.5 and 4E designers railed against the idea of "dead levels", when you only got hit points. Now you can get 3 or 4 things per level!

The presentation of powers actions looks quite a bit like their presentation in 4E.

I will applaud Paizo though, I downloaded the rules about 1:30pm EST time and I had no problems. 

More soon.

Wednesday, August 1, 2018

Creature Crucible: Mumm-Ra for Labyrinth Lord



Mumm-Ra for Labyrinth Lord
AL C, MV 50, AC 0, HD 13, #AT 1 (claws), 
THAC0 9, DG 1d6, SV 13 cleric, ML 10,  Mumm-Ra is a 13th level magic-user, but he can cast spells from the cleric and magic-user spell list, XP 2400

The demon sorcerer Mumm-Ra is the self-proclaimed "ever-living source of evil" in the world, having powers of sorcery and an apparently unlimited lifespan. He is, in fact, a bound servant to the Ancient Spirits of Evil (represented by four anthropomorphic statues of a boar, crocodile, vulture, and ox thus resembling oversized twisted mockeries of Egyptian canopic jars, within the burial chamber of his pyramid), who provide him with increased power and virtual immortality to further his pursuit of spreading their dark influence throughout the multiverse.



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Shadow of the Demon Lord: Dwellers in the Dark

The dwellers in the dark left the surface world over a thousand years ago to worship Chod'Xoth the Nightbringer. Their shamans taugh...