Tuesday, July 31, 2018

Creature Crucible: Chemo for Labyrinth Lord



Chemo for Labyrinth Lord
AL C, MV 40, AC 2, HD 10, #AT 1, 
THAC0 11, DG 4d8, SV 10 fighter, ML 10,  3/day Chemo can unleash a breath weapon that cone-shaped to 30' wide that deals 6d8 on a failed save or half as much on a successful one, XP 1700


Chemo is a translucent golem created by the wizard used by Ramsey Norton to attack the realm of Midlania. However, a group of adventurers were able to kill Ramsey and trap Chemo using an enchanted chest. The adventurers then left the chest in a nameless dungeon, assuming it would be safe.



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Monday, July 30, 2018

Cypher System: Avatar of Woe



AVATAR OF WOE 8 (24)


Motive: Destroy
Environment: Anywhere
Health: 24
Damage Inflicted: 6
Armor: 1
Movement: Short
Modifications: Intellect defense 9
Combat: A fearsome creature that may be commanded by loathsome magical adepts.

Distressed: Any creature damaged by the avatar of woe cannot take a recovery roll for at least one hour.
Fearsome: Creatures defending against the avatar of woe's attacks have all of their edges reduced by 2, to a minimum of 0.
Woe: The avatar may move a character one step down the damage track, instead of inflicting damage.
Use: An avatar of woe is being forced to serve an ancient sorcerer who the characters suspect of being in involved in sentient trafficking.
Loot: --

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Saturday, July 28, 2018

D&D 5th Edition: Shadowrock





In the last decade the trading post of Shadowrock, which once had  a very active silver mine, has recently become the headquarters of the Thunderstone Mercenary Company. The presence of the mercs has led to Shadowrock becoming a boomtown which lies along the River Road, which traces the River Stojanow. 

Merick Stonecunning, great great grandson of Old King Tragar Stonecunning of long, lost Hammerfall, co-founded the Company with his older sister Magenta over two decades ago and made a name for himself and his crew in the tumult and chaos of the waning days of Returned Abeir and its Sundering from Toril.  The Ironheart's have several permanent contracts and inevitably take on several shorter term contracts each spring.  The Company is renowned for their discipline and loyalty.

Recently, Merick was severely wounded while slaying a black dragon, but has settled in as the "mayor" of Shadowrock very easily. This change led to his daughter, Ophelia, taking over as  Commander of the Thunderstones.  Merick has grown content running the Graveltongue Supply Depot, knowing his daughter's time has come.

The Thunderstones, as a company, own the town which is mostly populated by its members and their families. Most members stationed there are recuperating from injuries or are veterans who now perform administrative duties.  

While there is plenty of housing, the town itself is made up of the Saloon, Minda's Place (a brothel), Graveltongue's, the Mine, the School (for the kids), Shepherd's Forge, Cooty's (a tavern) and Dowd's Inn. The boomtown has earned a reputation as being a tough place for troublemakers or scoundrels to stick their necks into.

The Mine was reopened about six months ago by Magenta after several veins of mithral were discovered deep into the mine.  The upper level also serves as storage and an headquarters for the Company.  While Merick is given a great deal of respect by the Thunderstones, he is content to reinforce Ophelia's position as Commander and takes Magenta's counsel very seriously.

All healthy Company members spend at minimum two hours a day training under the watchful eye of Bale Leadhawk, a half-elf ranger who helped Merick and Magenta found the group.

Friday, July 27, 2018

Flashback Friday: Huginn for Savage Worlds and Weird Wars





Antwerp 1946
After allied forces were recently expelled from the port by Nazi reinforcements, remote viewers of Project: Crystal Ball have confirmed reports from survivors of the attack that the enemy wielded mind over matter...and worse.


HUGINN

"They were in our heads!  Their mouth's weren't moving, but we could hear them...in our minds.  They showed us terrible things.  Awful things.  And then Jimmy...uh...Private Scott got tossed up in the air, at least fifty feet and he landed next to me with a sick thump.  Like a bag of concrete hitting the pavement.  Y-yes sir, I ran.  I didn't know what else to do...I didn't know what else to do..."

-Testimony of Sergeant Timothy "Skip" Perkins on what happened at Antwerp.

HUGINN 

Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d8

Skills: Notice d10, Taunt d8

Pace: 6; Parry: 5; Toughness: 10


Special Abilities 
• Psychic Armor (+4)
• Fear (-2)
• Powers Points (30)
• Barrier
• Blast
• Bolt
• Deflection
• Mind Reading
•Quickness

Thursday, July 26, 2018

GameStorming: Shadow War = Weird War Stories + Shadow of the Demon Lord

I've always liked the weird war genre and I'm a HUGE fan of Creature Commandoes.




It got me thinking about running a Shadow of the Demon Lord game set in either our world or an alternate world where the players are monsters facing an EVIL enemy with anything at their disposal.

Werewolves, Vampires, Clockwork, Changelings, Magicians etc.

Supplements I think would be good:

Tooth and Claw for werebeasts and Foulest Reptiles for lizard men or gill men.

It's an idea I hope to explore further.

Wednesday, July 25, 2018

Hackable: An Alternative Saving Throw System for Dungeons & Dragons 5th Edition

I played DnD 4E for about a year. It's not a bad game and if I ever want to run an Exalted-style game, I will use it.

One of the rules I liked in 4E was how it handled Saving Throws: you rolled a d20 and had to roll a 10 or better. It's DnD 5E's Death Save mechanic essentially.



I'm contemplating using this in a future DnD 5E or even an OSR game. Not that I hate the current system, it's just an idea I'd like to see in play. Under this idea there would not be an proficient saves and level wouldn't be a factor (although I have toyed with proficient Saves adding 1/2 Proficiency Bonus, but not Ability Mods).

We'll see if my players complain.

Tuesday, July 24, 2018

Shadow of the Demon Lord: Hellbringer

Art by Apterus


A hellbringer was a magician in life whose mind has been consumed by hellfire and then sent back to Urth to bring ruin to all they encounter.

Hellbringer          DIFFICULTY 500
Size 1 horrifying undead
Perception  14 (+4), darksight
Defense 19; Health 120
Strength 13 (+3) Agility 15 (+5) Intellect 17 (+7) Will 14 (+4)
Speed 10
Immune damage from fire, disease, poison; gaining
   Insanity; asleep, diseased, fatigued, immobilized,
   poisoned, slowed

Spell Defense A hellbringer takes half damage from 
   spells and makes any challenge roll to resist a spell 
   with 1 boon. A creature attacking the hellbringer 
   with a spell makes the attack roll with 1 bane.

ATTACK OPTIONS
Hellfire (long range) +5 with 3 boons (5d6)
Double Attack The hellbringer attacks twice with 
   its hellfire at medium range.

SPECIAL ACTIONS
Hellblazer The hellbringer uses an action or a triggered 
   action on its turn to teleport to a space it can see within
   medium range. Roll a d6. On a roll of 1, the hellbringer 
   cannot use Hellblazer again for 1 minute.

MAGIC
Power 4
Fire control flame (5), fireblast (2), 
fiery volley (2), 
   meteor (2),fireball (1), immolate (1), wall of flames (1)


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Monday, July 23, 2018

Back This: The Fantasy Trip


Before there was GURPS, Steve Jackson designed Melee, Wizard, and then the Labyrinth, which along with Advanced Melee and Advanced Wizard formed the Fantasy Trip.

Steve finally got the rights back to the game and the SJ Games Kickstarter for it has started today. In fact, it's already funded.

It's a great old school style system and there is plenty of information about it at thefantasytrip.com.

Back it today.

BIG Announcements for D&D and Magic: the Gathering

Here is the rundown:

In November we will get a hardcover setting book for DnD 5E featuring M:tG's Ravnica plane, as well as a map pack and dice.



Today, on the DMsGuild, the Wayfinders Guide to Eberron was released in PDF was released. It's a great overview of Eberron for 5E, written by the setting's creator, Kieth Baker. It retails for $20.

DnDBeyond is also selling the Wayfinder content for $20.

The Unearthed Arcana for today features Races of Eberron and I can confirm they have the same stats as what is found in the Wayfinders Guide.



In my personal opinion, next year we will get a hardcover product featuring the finished races, psionics, and the artificer class for Eberron.

If you are unsure about buying the PDF, don't be. It's excellent and I hope a Print On Demand option becomes available.

I really wish they would do the same type of product for the Forgotten Realms. In my opinion, the Eberron PDF is a much better product than the Sword Coast Adventurer's Guide.

Friday, July 20, 2018

Savage Worlds: Ghost Rider for the Weird West





"He haunts the plains, looking for killers, horse thieves, and worse.  But he ain't a man and don't ever ferget that.  He's a ghost and that makes him a different kind of monster."

-Marshall Pat Mcculloch

GHOST RIDER 

Attributes: Agility d12, Smarts d8, Spirit d10, Strength d10, Vigor d12

Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Riding d12, Shooting d12, Stealth d12, Streetwise d8, Swimming d6, Throwing d8, Tracking d8

Pace: 6; Parry: 7; Toughness: 8

Equipment
• Hellfire and Brimstone (Twin Colt Dragoons): 2d6+1 damage


Special Abilities 
• Beast Bond (Horse)
• Brave
• Danger Sense
• Dead Shot
• Fleet-Footed
• Marksman
• Quick
• Quick Draw
• Two-Fisted

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 rolled is 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.
__________________________________________

ACTIONS

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.


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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.




Magic-User
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.
__________________________________________

ACTIONS

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.

LEGENDARY ACTIONS

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.



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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. 

ATTACK OPTIONS
Pistol (medium range) +3 (2d6)


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



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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.



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Wednesday, July 11, 2018

Shadow of the Demon Lord: The Apostate of Swords

Art by Apterus


The Apostate of Swords was an ascetic who spent his life meditating on two things: the sword and evil. In his undeath he has become the personification of both.

Apostate of Swords          DIFFICULTY 250
Size 1 horrifying undead
Perception  15 (+5), darksight
Defense 20; Health 110
Strength 13 (+3) Agility 16 (+6) Intellect 13 (+3) Will 17 (+7)
Speed 12
Immune damage from cold, disease, poison; gaining
   Insanity; asleep, diseased, fatigued, immobilized,
   poisoned, slowed

Resilience The apostate takes half damage from weapons.

ATTACK OPTIONS
I am the sword (melee) +6 with 3 boons (2d6 plus the target 
   gains 1 corruption on an attack roll 20+)

SPECIAL ATTACKS
I am the storm The apostate attacks two different targets with its sword hands, making each attack roll with 1 bane.



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Tuesday, July 10, 2018

Creature Crucible: Gremlin for Labyrinth Lord




Gremlin for Labyrinth Lord
AL C, MV 40', AC 6, HD 1, #AT 1 [claws], 
THAC0 17, DG 1d4, SV 2 thief, ML 8, Thief skills at 2nd level, 
XP 25

Mischievous creature that causes damage and vandalism. The are found in groups of 1d6+1.

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Monday, July 9, 2018

Creature Crucible: Asiyiah for Labyrinth Lord




Asiyiah for Labyrinth Lord
AL C, MV 40', AC 3, HD 9, #AT 1 [hair], 
THAC0 12, DG 1d6+2 (drain blood), SV 9 fighter, ML 12,  XP 1200

The asiyiah is a type of vampire whose hair drains the blood of it's victims. Being similar to other undead, they are immune to charm, hold, and sleep spells. Electricity and cold does only half damage, they are unaffected by normal weapons, and they regenerate 2 hit points per round. Vampires must take refuge in a coffin or other hide-away during the daylight hours, and must slumber on soil from their own grave once in a while to maintain their powers of vitality.

Asiyiah use their long hair to drain the blood of their victims inflicting  1d8+2 hit points of damage which also heals them for 1d4 hit points.

Although these items do not actually cause harm or completely repel these creatures, vampires will draw back from a lawful holy symbol, a mirror, or garlic if they are presented with confidence. Garlic causes a vampire to cringe for 1d4 rounds, and a holy symbol or mirror will cause a vampire to take a position in which the item does not impede his or her progress or attack. A lawful holy symbol will affect a vampire no matter what its ethos was in life. Once a person becomes a vampire, he or she is a chaotic undead creature, and holy water will inflict 1d6+1 hit points of damage.

There are a few means by which a vampire may be destroyed. They take great damage from immersion in running water, and will be killed in 1 turn. In addition, if caught in sunlight a vampire must succeed in a saving throw versus death for each round exposed, or it will be completely turned to dust. Finally, a stake through the heart, coupled with decapitation, will destroy a vampire. Holy sacraments (such as wafers) must be placed in the mouth. Note that if a vampire is staked he or she will appear to die, but unless also decapitated the vampire will revive when the stake is removed.

Vampires create others of their kind by draining humans or other humanoids of all life energy (they reach 0 HP). The victim must be buried, and after 1 day he will arise as a vampire. The victim will retain abilities, including class abilities, which he had in life but will become a chaotic undead being. He will be a slave to the vampire that created him, but becomes free willed if the master is killed.


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Sunday, July 8, 2018

Shadow of the Demon Lord: Fell, an enchanted axe




Bartok of Westhall spent his life as a lumberjack, just as his forefathers did before him. As a child, his Grandfather used to tell him stories of the trolls and giants that once haunted the Ettengeist Woods, while Bartok sat on the old man's knee. He hid his young face in his Grandfather's chest when the stories got too frightening. One can imagine the lumberjack's shock at finally witnessing a pair of trolls sneaking about, not one-hundred yards from him one day in those same woods. As the monsters caught his scent and scrambled forward, Bartok realized that his Grandfather, now dead three summers, was whispering in his ear and reminding him of the tales from the his childhood. He also told Bartok when to move so neither monster would disembowel him. Long minutes later, as both trolls lay dead and dismembered at Bartok's feet, he said a quiet prayer of thanks to the old man, weeping both at his victory and the deep loss of the Grandfather whom he loved.
   To this day, anyone who finds Bartok's axe, the prized gift from a long line of lumberjacks, can count on that old man whispering in their ear.


Fell

• This exchanted axe vibrates slightly when within 30 
   yards of a troll or giant.
• Trolls and giants have 2 Banes on attack rolls against 
   you.
• When the total of your attack roll is 20 or higher the 
   attack deals 1d6 extra damage.
• You gain the Woodcutter Profession.

Saturday, July 7, 2018

Flashback Saturday: Sargasso X for Savage Worlds, the Wasted West, and Rifts








"I have decided to remain in Earlsburg (Cincinnati) to research the nearby Frog-Man legend, I've become familiar with a highwayman, known as Sargasso X.  According to several reports, it is believed that Sargasso is suspected of absconding with some ancient military tech from the fearsome Area 18 that is north of the Frog-Man.

Sargasso seems to be a one man operation and the suit he wears has protected him during several daring daylight heists on the roads leading to and from the city."

--Sargoo the Sapient




SARGASSO X 
Wild Card


Attributes: Agility d10, Smarts d8, Spirit d4, Strength d12+2, Vigor d12

Skills: Climbing d8, Intimidation d8, Notice d8, Shooting d12, Fighting d8, Survival d8

Pace: 10; Parry: 10; Toughness: 8 (2)


Equipment:
Pulse Cannon 3d6+1

Special Abilities:
• Unarmed: 2d12+2 damage
• Armor (2)
• Infravision
• Improved First Strike
• Level Headed
• Two-Fisted


Friday, July 6, 2018

Creature Crucible: Gunflower for Labyrinth Lord


Gunflower for Labyrinth Lord
AL N, MV --, AC 8, HD 3, #AT 1 [seed bullets], 
THAC0 19, DG --, SV 0 fighter, ML 12,  Any creature within 10 feet must make save vs Poison or Death or take 2d6 damage from seed bullets XP 65

Gunflowers were created by the Wizard Montague Ontaria to defend his Onyx Tower. However, the spellthief, Muriel of Thren, stole the secrets of their creation and sold them for several fortunes in gold and magical secrets to nearly a dozen other magic-users.

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Wednesday, July 4, 2018

Labyrinth Lord Next: Halfling

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.






Halflings
Requirements: Dex 9, CON 9
Prime Requisite: STR and DEX
Hit Dice: 1d6
Maximum Level: 8

Class Abilities
   • They cannot wield large or two-handed weapons
      but may use any other weapon and wear any 
      armor
   • In bushes or in outdoor cover they have a 90%
     chance to hide may hide by rolling a 3 or better
     on a d20 roll 
   • They may hide on a 1-2 on a d6 chance by rolling
      a 14 or better on a d20 roll
   • They gain a +1 to initiative rolls (see below) 
      when alone or wither other halflings
   • They gain a +2 to AC against creatures larger 
      than human +1 to AC 
   • They gain a +1 "to hit" with ranged weapons
   • Stronghold in a serene setting at 8th level, where
     they become sheriff


Level   XP         AtB   BrA   Po/D   Pe/P  W   Sp/D     
1            0          +1     13      8       10      9      12 
2        2,035       +1     13      8       10      9      12 
3        4,065       +2     13      8       10      9      12
4        8,125       +3     10      6        8       7      10
5      16,501       +4     10      6        8       7      10 
6      32,501       +5     10      6        8       7      10 
7      65,001       +6      7       4        6       5       8
8    130,001       +6      7       4        6       5       8 
#Attack Bonus

Each Player and the Dungeon Master roll a d20 for initiative and add the appropriate DEX modifier at the beginning of combat. Highest initiative total goes first, then second highest goes next, etc. If there is a tie, consult the DEX score with the highest winning the tie.

Tuesday, July 3, 2018

Labyrinth Lord Next: Fighter Class

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.

Text in yellow are changes I have made to the class.




Fighter
Requirements: None
Prime Requisite: STR
Hit Dice: 1d8; +2 per level starting at 10th level
Maximum Level: ---

Class Abilities
   • Gain a +1 to damage with weapons
   • Rolls a critical hit on a natural 19 or 20
   • They can wield any weapon and wear any armor
   • Land and leader of men at 9th level
   • Gain an additional attack at 15th level and every 
      5 levels thereafter, to a maximum of 4 attacks 
      at 25th level

Level   XP         AtB*  BrA    Po/D   Pe/P    W   Sp/D     
0            -           +0     17       14      16       15     18 
1            0          +1     15       12      14       13     16 
2        2,035       +1     15       12      14       13     16
3        4,065       +2     15       12      14       13     16
4        8,125       +3     12       10      12       11     14 
5       16,251      +4     12       10      12       11     14 
6       32,501      +5     12       10      12       11     14 
7       65,001      +6      9         8       10        9      12 
8      120,001     +6      9         8       10        9      12 
9      240,001     +7      9         8       10        9      12
10    360,001     +8      7         6        8         7      10 
11    480,001     +8      7         6        8         7      10
12    600,001     +9      7         6        8         7      10 
13    720,001     +10    5         4        6         5       8 
14    840,001      +11   5         4        6         5       8 
15    960,001      +12   5         4        6         5       8
16   1,080,001    +13   4         4        5         4       7
17   1,200,001    +14   4         4        5         4       7
18   1,300,001    +15   4         4        5         4       7
19   1,440,001    +16   4         3        3         3       6
20+ 1,560,001    +16   4         3        3         3       6
*Attack Bonus

Monday, July 2, 2018

Creature Crucible: Krux for Labyrinth Lord


Krux  for Labyrinth Lord
AL LE, MV 30', AC 8, HD 3, #AT 1 [havoc staff], 
THAC0 19, DG 1d6, SV 3 magic-user, ML 8,  Krux cast spell as 3rd level magic-users, XP 50

The Krux are one of the founding races of the Horde and legend says that they were taught their necromancy by Horder Prime itself. Typically a single Krux is assigned to a cadre of Raqquill as it's leader.

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Sunday, July 1, 2018

Creature Crucible: Feitheran for Labyrinth Lord


Feitheran for Labyrinth Lord
AL N, MV 30' (50' flying), AC 6, HD 3, #AT 1 [weapon], 
THAC0 18, DG 1d6, SV 3 fighter, ML 110,  XP 40

The Feitherans are winged humanoids with brown, feather-like skin. They prefer to live in seclusion in mountainous regions. They cannot speak Common and are very territorial and agressive, and are known to even eat other humanoids.

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Monster Monday: Ork City's Chupacabra for Shadowdark

Welcome to Ork City! In the middle of Ork City's Hatt Island is the Park, a wild and dangerous forest filled with all manner of nightmar...