Wednesday, August 29, 2012

Trap Jaw for Labyrinth Lord



Trap Jaw

No. Enco.: 1

Movement: 60''  
Armor Class: 5 (15)

Hit Dice: 4

Attacks: Hook or Blaster

Damage: 1d4+2 or 1d6+2

Save: F4

Morale: 100

Alignment: C

X.P. Value: 300

Tuesday, August 28, 2012

World Design by the King, himself, Jack Kirby!


Over on RPG.Net, there is a thread about what system to go with this image.

I'm not sure the thread shouldn't be what system WOULDN'T work with this image?!

Gorilla Communes!  Nuclear People!  A Tiger Empire, excuse me EXPANDING Tiger Empire.  Intelligent.  Killer.  Whales.

I've been working up the Ironcloaks milieu for running D&D Next demos in the store and have openly espoused my love of 13th Age, but I'm not sure this shouldn't be the focus of my RPG adventures for the rest of my life!

Not that 13th Age wouldn't be a good fit...maybe I need to jot down the Icons...Kamandi could be the Crusader...

What system would you run it in?

D&D Next: Pactbound Eladrin Part 2

Once upon a time, the Mother of Demons tricked Ascodel, consort to the Queen of Stars, into a terrible pact that imprisoned an entire generation of eladrin children in Androlynne, the 471st layer of the Abyss.

Pale Night brought the young ones there for sport, keeping them eternally young, so she could hunt them slowly, ever so slowly into oblivion.

However, Pale Night, was surprised to find two amongst her quarry whose ruthlessness and cruelty even she found impressive.

She wasted no time in cultivating both as resources, using them to hunt and destroy their own kind and eventually allowing them to freely travel outside of their prison as devoted agents to their dear "Mother".

Lero and Loern are brothers who found their true home on the day they were damned by the idiocy of Ascodel. None will ever know that their prison kept them free from the punishment of slaughtering their entire family. That their black souls were galvanized by the cursed pact that has reduced their kin to less than 100. And that they quickly adapted to her instructions, gleefully creating hightly elaborate ways to kill anything they turned their dark attentions toward.

Pale Night, herself, has shaped both hellions into agents of supreme skill and malice. She's grown so fond of each child, that she has cloned them into a small army and has deployed them throughout the planes.

Both brothers have been instrumental in founding and shaping a demoniac cult to their "Mother", known as the Brotherhood of Bones and Teeth, and it's the primary tool for their dreadful schemes. All across the planes, the Brotherhood sets untold catastrophes into motion, sews malicious descent, and commits countless atrocities, all led by an incarnation of one or both of the siblings.

Pale Night never guessed her ultimate triumph against Morwel would lie in two twisted eladrin children who had already begun down a dark path towards their waiting "Mother".

Don't lightly dismiss the warnings of "the brothers' Bones and Teeth" as mere ghost stories, because when you begin to see old friends and perfect strangers wearing the same face, it will already be far, far too late.

Monday, August 27, 2012

Masters of the Universe Monday: Trap Jaw



Insane criminal from the dimension of Infinita, Kronis was one of several evil warriors freed from an intergalactic prison by Keldor to bolster his ranks during the start of the Great Unrest. After serving Keldor for years, Kronis grew ambitious and raised an army of his own to challenge his master. Now a powerful Overlord of Evil, Skeletor defeated Kronis — breaking his jaw and arm, and leaving him for dead. Found and rebuilt by Tri-Klops, Kronis was transformed by him into Trap Jaw, a man armed with combat weapons and an “iron jaw!”
Trap Jaw
Medium Humanoid (Infinita) 
Armor Class 14
Hit Points 28 (5d8)
Speed 40 ft.

Str
 16 (+3)       Int 14 (+2)
Dex 13 (+1)     Wis 10 (+0)     
Con 14 (+2)     Cha 10 (+0)

Alignment
 chaotic evil
Languages Common, Infinita

TRAITS 
Power Claw 4: If Trap Jaw's melee attack misses but the attack roll is at least 10, the target of the attack takes 4 points of piercing damage.

ACTIONS 
Melee Attack—Hook: +3 to hit (reach 5 ft.; one creature)
Hit: 1d6+3 piercing damage.

Ranged Attack—Laser: +3 to hit (range 100/400; one creature)
Hit: 2d4+3 radiant damage.

Multiattack: Trap Jaw makes two attacks.

ENCOUNTER BUILDING 
Level 3 elite                        XP 500

Friday, August 24, 2012

D&D Next: Pactbound Eladrin Provocateur Part 1





Pactbound Eladrin Provocateur
Medium Humanoid (Eladrin)


Armor Class 12 (Leather)
Hit Points 15 (2d8+2)
Speed 40 ft.
Senses Darkvision 60 ft.

Str 14 (+2) Int 12 (+1)

Dex 13 (+1) Wis 9 (-1) 

Con 11 (+0) Cha 13 (+1)

Alignment chaotic evil
Languages Any

TRAITS
Immunity: Electricity damage and petrification.

Resistance: Cold and fire damage.


ACTIONS
Melee Attack—Shortsword: +2 to hit (one creature)
Hit: 1d8+2 piercing damage.


ENCOUNTER BUILDING
Level
XP 210

Thursday, August 23, 2012

D&D Next: Assassin Background & Rouge Scheme

Assassin Background

You made a living as a contract killer.  There are many paths that can lead to such dark places, but few are skilled enough to avoid capture...or worse.  You've learned to quietly strike from the shadows, to know the locale like the back of your hand, and if required, make your quarry trust you completely.

Skills: Bluff, Geographic Lore, and Stealth

Trait—Assassins Guild: When you are in an area of civilization, you can check in with the guild to obtain contracts to waiting to be fulfilled.  The guild can give you information about your target, including their whereabouts and habits.  Usually this
comes in the form of contacts who work with the guild.

Suggested Equipment:  Cloak, mask, 6 daggers, shortsword, notes on target.


Assassin Rogue Scheme

Level 1: Assassination. Assassins are make a living out of removing their targets.  Permanently.
Benefit: You have an additional way to deal Sneak Attack damage, besides having advantage against a creature.  If you hit a creature with a melee attack and your target is a minimum of 20 feet from any other creature, you can deal Sneak Attack damage.

Level 2: Extermination.  Everything has a weak spot, and your paid to know where they are.
Benefit: You have advantage on coup de grace attack rolls.

Level 5: Depredation. Your onslaught will not allow your quarry to leave your grasp.
Benefit: When you deal Sneak Attack damage to a creature, your target cannot take the disengage action until the end of your next turn.


Treasure Keeper' Tome for Blood & Treasure is available now!

Matt's Treasure Keeper Tome for his Blood & Treasure game is now available from Lulu.

The Complete version will available tomorrow.

Wednesday, August 22, 2012

D&D Next: Evoker Specialization UPDATED


Evoker
Evokers are masters of the school of magic that deals manipulates energy or create something out of nothing.  They tap into an unseen power source to produce their desired effects.  

Most evokers are considered soldiers on the field of battle, not scribes researching ancient texts.

As an evoker, you gain the following feats at the given levels.

Level 1: Wrath
Your draw on your anger to augment your evocations.
Prerequisite: Able to cast at least one spell
Benefit: You can take disadvantage on any evocation magic attack roll to gain +5 bonus to that spell's damage roll

Level 3: Critical Situation
Your mastery of evocation magic brings great peril to your enemies.
Prerequisite: Able to cast at least one spell
Benefit:  When a creature rolls a natural 1 on a saving throw against an evocation spell you have cast, the target takes maximum possible damage from your spell.

Tuesday, August 21, 2012

Sy-Klone for Labyrinth Lord


Sy-Klone  

No. Enco.: 1

Movement: 80''  

Armor Class: 2 (18)

Hit Dice: 3

Attacks: Battle Ring

Damage: 1d6+3

Special:  Whirlwind attack 1d8 damage

Save: F3

Morale: 100

Alignment: C

X.P. Value: 300


Monday, August 20, 2012

Masters of the Universe Monday: Sy-Klone



Sy-Klone, Son of Dy-Lex is the Protector of the Legacy Stones and the Last Defender of Anwat Gar. He joined the Masters of the Universe after the stones were destroyed and his mission completed. He wears the last remaining TECH vest armor created by his Gar ancestors to terrorize Eternia after the Great Wars. Its built-in wind rockets allow the user to create powerful vortexes of spinning energy as a defensive weapon or to fly through the air. Sy-Klone has upgraded his armor to also include a cosmic radar which lets him sense the physical presence of evil long before others. Sy-Klone’s wind powers and radar chest make him combat ready!

Sy-Klone
Medium Humanoid (Gar) 
Armor Class 18 (cyberhide, cosmic shield)
Hit Points 28 (5d8)
Speed 40 ft.

Str
 13 (+1)       Int 12 (+1)
Dex 15 (+2)     Wis 10 (+0)     
Con 11 (+0)     Cha 13 (+1)

Alignment
 chaotic good
Languages Common, Gar

TRAITS 
Charge: Sy-Klone can combine his move and action into a power charge.  He moves in a straight line a minimum of 10 feet up to his speed and makes a battle ring attack.  If the attack hits, that target must make a DC 12 Strength saving throw.  Failed save: the target is knocked prone.

ACTIONS 
Melee Attack—Battle Ring: +5 to hit (reach; one creature)
Hit: 1d10+2 force damage.

Multiattack: Sy-Klone makes two battle ring attacks.

ENCOUNTER BUILDING 
Level 3 elite                        XP 500

Back from Gen Con

So me and the extended family went up to Gen Con this Sunday.  7 of us in the new minivan (which rocks).  We're within 2 hours of Indy and the Family Fun Pass at 4 people for $30 makes it (mostly) worth it.  I do wish there was a cheaper option to just shop the dealer room each day.

Thanks to an "unfortunate event" about 3 years ago, I took some time off from the show.

While I know the industry has changed dramatically in that time, the show put its right in your face.

While I loved WotC's set up, I miss the old TSR castle from the Milwaukee days, more now than ever.

The show was packed and ICV2 is reporting record numbers, which I can believe.  We were hardpressed to move and barely made it through the room in 4 hours.

I'm not sure I'll go back though, and here's why:  It was exhausting pushing through throngs of people and since my interest is in RPG's, I felt left out.  T-Shirt, weapon, anime, and CCG vendors dominated the show...which is fine, but that's not where my interests lie.

I was glad to pick up Zener Cards for Conspiracy X from Eden Studios (good to see you, George); Carcosa (it is a gorgeous book, I'm not a huge fan of LotFP, but Raggi outdid himself in the look of the new edition) from the OSR Publishing booth, an oasis from the rest of the show (thank you guys for probably my fondest moments at the show); Iron Heroes from Drivethrurpg's booth (Steven Wieck is true gentleman), what can I say?  I've always wished I'd picked it up.

I also picked up FFG's Star Wars: Edge of the Empire Beta...and I'm not sure I'm glad about it.  I'm not a big fan of their edition of Warhammer Fantasy Roleplay (even though I always wanted a Descent RPG).  This uses "funky dice", like WFRP 3E, and it just doesn't look that appealing.  I picked it up to demo it to my customers and hopefully build some hype (myself included).  So we'll see.

I wish I'd bought some inked Zocchi dice sets, but I just didn't make it back to the booth.  And Troll Lord's new printing of the Castle and Crusades Player's Handbook looked great (I really dig that Greyhawk inspired logo, too), but I already have 3 printings of it and I'm just not that fond of the Siege Engine.

I can say my primary reason for going in the future will be if the kids want to go back.  I've never been big on gaming at Cons and shopping at them has lost much of it's appeal for me.

Mer-Man for Labyrinth Lord




Mer-Man

No. Enco.: 1

Movement: 60'' or 120" swimming

Armor Class: 3 (17)

Hit Dice: 4

Attacks: Sword +1 or Hydroblast

Damage: 1d6+1 or 1d4

Special:  Mer-Man can speak with and control aquatic creatures to do his bidding.

Save: F4

Morale: 100

Alignment: C

X.P. Value: 400



DESIGNATION OF OPEN GAME CONTENT All text and tables in this document are open game content.
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or
 other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
 otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody
 the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by 
this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos
 and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, 
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or 
graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License
 by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" 
means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. 
You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
 terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use 
this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the

 owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
 Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that
 Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the 
Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, 
Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
and JD Wiker.
Copyright 2012 by Mark Crasddock.

Monster Monday: Obstrevoi for Shadowdark

  You can download a PDF here.