Monday, November 28, 2016

Apes Victorious: Terminator T-800


"It can't be bargained with. It can't be reasoned with. It doesn't feel pity or remorse or fear and it absolutely will not stop EVER until you are dead!"

- Praxis telling Captain Claudi Dane how deadly the Terminator is.
The Terminator itself is part of a series of machines created by Skynet for infiltration-based assassination missions, and while an android for its appearance resembling a human, it is described as a cybernetic organism for consisting of living tissueover a robotic endoskeleton.

Skynet has been quietly observing the Earth's simian overlord from it's base in the ruins of the western part of what used to be the United States. For the moment content with it's success for the near eradication of humanity.



By Jason Edmonton


T-800 for Apes Victorious

No. Enc.: 1 (1-3)
Movement: 150' (50')
Intelligence: High
Psionic Potential: 3d4, inactive
Hits: 7d8
Armor: -4
To Hit: 18
Save: G7
Attacks: 1
Damage: 1d10 (Pistol or Rifle)
Morale: 12
XP: 1490

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Saturday, November 26, 2016

Shadow of the Demon Lord: Kobold





Barely clearing 3 feet in height, kobolds have scaly hides that range from dark, rusty brown to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark and they have two small horns ranging from tan to white. Because of the kobolds' fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously. This is a fatal mistake, for what they lack in size and strength they make up in ferocity and tenacity. 



KOBOLD          DIFFICULTY 1
Size 1/2 kobold
Perception 10 (+0); shadowsight
Defense 13 (soft leather); Health 8
Strength 8 (-2)   Agility 12 (+2)   Intellect 9 (-1)   Will 8 (-2)
Speed 10
Sunlight Vulnerability A kobold is impaired while exposed to 
   direct sunlight.

ATTACK OPTIONS
Spear (melee) +2 (1d6)
Sling (medium range) +2 (1d3)

Pack Fighting When the kobold attacks a target within the reach of
   another creature with Pack Fighting that is friendly to the kobold,
   it makes the attack roll with 1 boon. Otherwise, it makes the
   attack roll with 1 bane.


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Shadow of the Demon Lord as an OSR Game?



As is self-evident on the blog, I've reignited my exploration of the OSR and I'm really enjoying myself. I'm a huge fan of Swords and Wizardry Complete (my 12 year old daughter is SO excited to get her new hardcover), Labyrinth Lord,  Adventurer Conqueror King, Moldvay/Cook DnD, and the DnD Rules Cyclopedia.

However, earlier today in the Shadows of the Demon Lord (SotDL) G+ Community, +Robert Schwalb talked about a more traditional fantasy book for his extremely awesome game (go buy it, please, I'll wait).



It reminded me of an observation I made several months ago: I think Shadows of the Demon Lord fits the mold of an OSR game at least as much as it does of a New School Game. It's hard hitting, thematic, emphasizes role playing and creativity, and easy to start playing in about 10 to 20 minutes.

In fact, since I enjoyed running Dwimmermount with ACKS so much, I intend to run the second session with SotDL and report back on it.


Adventurer Conqueror King and Dwimmermount





I run a DnD 5E game on Fridays. Last week the players hit 20th Level and destroyed Azathoth. Yeah, Azathoth. They had their reasons.

Last night we did a one-shot of Adventurer Conqueror King and they explored about 1/3 of the 1st level of Dwimmermount.

One of my players has been playing since ADnD 2E, one player has played since DnD 4E, and two players have only played DnD 5E.

We used randomly rolled Pre-Gens from this PDF.

I took a few minutes before the game to go over the ACKS rules AND to emphasize that you aren't limited by your sheet to do something. I made it abundantly clear that creativity and exploration were as important as combat.

As an aside, I thoroughly enjoyed Dwimmermount and cannot recommend it enough. I hope to run within it's halls again.

I did use two house-rules, when a 1st Level spell is cast, roll a d6, on a 3-6, the spell slot is not expended. I also gave the characters 10 additional hit points. I don't know that they needed it, but since it was a one-shot, I didn't mind them and I don't think they impeded play.

I think they were starting to get the hang of the Old School approach by the time we finished.  They all had a good time and were willing to play it again. That's really all I can ask for.

Adventurer Conqueror King: Wands and Sceptres



Item           Cost      Damage   Short (0)  Medium (-2)  Long (-5)
Sceptre*      6gp          1d6          20'                40'               60'

Wand**      10gp         1d6          30'                60'               90'



Additionally, if either item is used in a melee attack, they inflict 1d3 damage and will break unless that attack roll is an unmodified 20.

On a personal note, I set the damage at 1d6 for players of newer editions of DnD who miss Cantrips. If you want to include them you can easily reduce the damage of each to 1d4.

*A scepter may only be used by an individual who can cast at least 1st Level Divine spells.

**A wand may only be used by an individual who can cast at least 1st Level Arcane spells.

Friday, November 25, 2016

Adventurer Conqueror King System: A General Throw System




I've spent some time looking at B/X DnD, Labyrinth Lord and the Adventurer Conqueror King System (ACKS) and I forgot how much I liked the latter.

I'm probably going to be devoting some space to it and have been looking at a general Throw system (my players are used to DnD 5E).

At the moment, I'm planning for general Throws to need a 14+, but if the character has some training or makes a good argument, they will only need an 8+.

I've also looked at importing 13th Age's Saves as an option: 6+, 11+, or 16+ depending on the difficulty.

I even looked at importing 13th Age's Skills system (distribute 7 points between Professions [broad skills], with no more than 5 in any Profession). If I did this all general Throws wold be 14+, but you would add your Skill.

I'm still playing with ideas, looking at the Proficiency's in ACKS, most seem to break down to 18+, 14+, and 11+.

Understand, I've been a DM long enough to handle things with a more Old School vibe, but I've got to get my players ready for that paradigm shift.

Thursday, November 24, 2016

Labyrinth Lord: Terror Bird





TERROR BIRD for Labyrinth Lord

No. Enc.: 1 (1d3)
Alignment: Neutral
Movement: 180' (60')
Armor Class: 8 (11)
Hit Dice: 3
Attacks: 1
Damage: 2d4 (beak)
Saves: F2
Morale: 9
Hoard Class: None
XP: 50


Terror birds, are a large carnivorous flightless birds. They are roughly 4 to 10 feet tall. 



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