Archive for June, 2011

How many careers actually involve ORCs?

Posted in Uncategorized with tags , , , , , , , , , on June 30, 2011 by Kullervo

Ohio’s compilation of statutes is called the “Ohio Revised Code,” or “ORC” for short. HILARIOUS! Because I am a lawyer.

That is all.

New D&D Monster: Foul Hound

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , on June 28, 2011 by Kullervo

Foul Hound

No. Enc.: 1d6
Alignment: Chaotic
Movement: 180’ (60’)
Armor Class: 7
Hit Dice: 3+1
Attacks: 2 (tentacle lash)
Damage: 1d6 plus disease (see below)
Save: F2
Morale: 9
Hoard Class: None
XP: 135

Foul Hounds are large wolves with eyes of baleful green flame and clusters of long, ropy black tentacles emerging from their mouths. They serve evil druids and priests of nature as a boon from the dark gods, and are rarely found in the wild.

The tentacles of a Foul Hound drip with disease, and an adventurer hit by one must save versus poison or be smitten with a horrible fever and die within 2d10 days. The victim may be cured by a cure disease spell, but while sick, takes a -2 penalty to hit rolls and heals from all damage at half the normal rate.

Foul Hounds are also known for their eerie, terrifying howls. An adventurer who hears a Foul Hound’s howl for the first time must save against paralysis or be frozen with madness and fear for 1d6 rounds.

Illustration by David Deitrick

New D&D Monster: Dark Druid

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , on June 28, 2011 by Kullervo

Vercix, the Dark Druid

No. Enc.: 1 (plus 2 Foul Hounds)
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 8
Hit Dice: 5
Attacks: 1 (sickle)
Damage: 1d6
Save: C5
Morale: 12
Hoard Class: XV
XP: 365

Vercix was once a guardian of nature before he came into contact with powerful forces of corruption that drove him murderously insane. Now he practices an evil, twisted from of nature magic, doing the bidding of the dark whispers that he hears in his dreams and spreading corruption wherever he can.

He stands tall and straight, clean-shaven and bald with thick, ugly features. Vercix wears a crown of poison ivy and a mouldering gray hooded robe trimmed with thorny vines. In combat, he wields a wickedly sharp sickle forged from an ill-looking green iron. He is always accompanied by two Foul Hound companions, gifts from his insane masters.

Vercix receives a +2 bonus to saves against fire and electricity effects of any kind, and he has the ability to pass through thick vegetation with no movement penalty. He may cast the following spells once per day as a 5th-level cleric (some of these spells are found in the Labyrinth Lord Advanced Edition Companion): entangle, putrefy food and water, darkness, cure light wounds, obscuring mist, barkskin, charm person, cause disease, and insect swarm.

Illustration by David Deitrick

Warhammer Storm Of Magic: Games Workshop Uses The Magic Words

Posted in Warhammer with tags , , , , , , , , , , , , , , , on June 27, 2011 by Kullervo

So, I’m not a big Warhammer Fantasy Battles player. I have a dwarf army and a clutter of other GW miniatures that I use for Warhammer Quest, but I haven’t actively followed the game for nearly fifteen years.

My brother, on the other hand, is a serious enthusiast, so he sent me some of the preview links from the new Storm of Magic supplement for the latest edition of WFB, and it looks like it’s the perfect combination of slick and quirky. He’s worried about what it does to game balance, but I thumb my nose at game balance. I hate game balance. I only love game awesome.

And this has game awesome, as evidenced by the web team’s use of two of my favorite words:

There’s a fantastic collection of spells and monsters in this book, from the old to the new. Who thought we’d ever see Zoats again, or the Fimir? And who could forget Assault of Stone, where the wizard can literally re-shape the battlefield around him? There are new spells for all races and even the Dwarfs get to join in with special Ancestor Runes that really are as potent as they sound.

I’m just hoping Ambulls get in this thing somehow, too.

It’s probably not enough to make my buy back into the game, but it sure is enough to hope my brother gets this so I can play with his.

New D&D Monster: Albino Alligator

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , on June 27, 2011 by Kullervo

No. Enc.: 1d6 (2d8)
Alignment: Chaotic
Movement: 90’ (30’)
Swim: 90’ (30’)
Armor Class: 5
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d8
Save: F1
Morale: 7
Hoard Class: None
XP: 29

These blind, subterranean alligators navigate by echolocation, but their subsonic screams cause extreme distraction, irritability and confusion. This effect is magnified when multiple Albino Alligators are present. Every round that a creature is within 10’ of an Albino Alligator, it must save against spells or be affected for that round as if under the influence of a confuse spell. For every Albino Alligator beyond the first one that is within 10’ of a creature, that creature must make its saving throw at a -1 modifier.

Illustration by David Deitrick

New D&D Monster: Blight Hulk

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , on June 24, 2011 by Kullervo

Blight Hulk

No. Enc.: 1 (1d3)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 4+2
Attacks: 2 (slam)
Damage: 1d8/1d8
Save: F4
Morale: 10
Hoard Class: XI
XP: 205

AA looming, 10’ mass of corpses stitched together by black, pustulent vines and roots, a Blight Hulk is a true monstrosity. Apart from its size, a Blight Hulk is immediately distinguishable by its gaping, slack maw lined with teeth of thorns and jagged bone. A Blight Hulk is utterly mindless except for an all-consuming urge to consume and destroy.

Blight Hulks are completely blind and deaf, and can only sense the presence of other creatures within 10’ by the vibrations they create. However, if attached with a missile weapon, a Blight Hulk will charge in the direction of the attack until it finds a target or is attacked from a different direction.

If a Blight Hulk hits a creature smaller than it with both slam attacks, it will shove the target down its gullet, where the target will be jabbed with rows of poisoned spines (automatic 1d6 damage per turn until the target or the Blight Hulk is dead, plus the target must save versus poison or die in 1d4 turns).

Like ordinary Blightlings, Blight Hulks are undead (and thus immune to charm, hold person and sleep) but are generally immune to turning by a cleric, except by clerics that specifically serve deities of nature or nature itself.

Illustration by David Deitrick

New D&D Monster: Giant Mutant Slime Eel

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , , , on June 24, 2011 by Kullervo

Giant Mutant Slime Eel

No. Enc.: 1
Alignment: Chaotic
Movement (Swim:) 120’ (40’)
Armor Class: 4
Hit Dice: 6+1
Attacks: 2 (bite, acid slime)
Damage: 2d8/2d6
Save: F4
Morale: 8
Hoard Class: VII
XP: 680

When exposed to vile magic for a long period of time, a single Slime Eel may begin to devour its own kind, grow to an enormous size and even develop an evil cunning intelligence. Such Mutant Slime Eels can grow up to 20’ in length and 5’ in diameter, their rasplike mouths grow razor-sharp, flexible chitinous plates develop in segments along their bodies, and their feeding feelers grow longer and gain prehensile dexterity. Only their simple, primitive eye and their sickly pinkish color remain the same.

An active Mutant Slime Eel generates slime that fills the water for 10’ except that the mutant slime eel’s slime is fully acidic, doing 1d6 damage per round to every creature exposed to the slime. The Mutant Slime Eel’s slime also erodes weapons and armor: each turn roll 1d6 for every non-magical weapon or piece of armor exposed to the slime. On a roll of 1, the item is dissolved.

A Mutant Slime Eel can spit its slime as a missile weapon (40’ range), doing 2d6 damage and potentially dissolving weapons and armor as above.

Illustration by David Deitrick

D&D: Monster Motivations

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , , , , , on June 23, 2011 by Kullervo

This was my entry for Fight On!’s fantasy gaming tables contest, spruced up and tweaked a bit since the initial entry.

Roll a d% on this table for a monster or group of monsters to discover what its primary motivation is when it encounters a group of player characters.  Roll a d% on the most appropriate column, depending on if the monster is Chaotic, Neutral or of low (animal) intelligence.

Chaotic

Neutral

Animal Intelligence

Motivation

1-24

1-14

1-13

Evil.  The monster simply enjoys killing and causing pain.  If reasoned with, the monster will look for opportunities to betray the player characters or otherwise gain the upper hand.

25-28

15-23

14-29

Fear.  The monster is as afraid of the player characters as they are of it.  An assurance of good intentions before blood is drawn could turn an enemy into a friend, or lull the unsuspecting brute into a false sense of security.  This monster may (d% 1-40) have a -1 to its usual Morale.

29-37

24-32

30-34

Glory.  The monster is out to defeat worthy opponents and take trophies from them as evidence of its victory.  If the player characters appear to be beneath the monster’s valor, it may hold them in contempt but let them alone, or it may decide to kill them anyway, out of pity.  This monster has a +2 to its usual Morale.

38-50

33-51

Greed.  The monster is keen on the player characters’ treasure and items, and is willing to kill if necessary, but it will also look for easier ways to get the player characters’ valuables.

51-58

52-55

Hatred.  The monster has a deep antipathy for humans (d% 1-30), elves (d% 31-60), dwarves (d% 61-90) or halflings (d% 91-00).  The monster will refuse to parley with the object of its hatred, and is unlikely to be willing to parley with any adventurers who associate with the object of its hatred.  In combat, the monster will attack the object of its hatred and will continue to attack it until it is dead.

58-61

56-59

35-57

Hunger.  The monster is looking for something to eat.  Combat can be avoided if the player characters can somehow provide a more suitable meal.  If the player characters pose a significant threat, the monster may be willing to look elsewhere for an easy meal, but if food is scarce, the monster may be desperate, thus the monster may have -1 (d%1-40) or +1 (d% 91-00) to its usual morale.

62-66

59-63

Machismo. These swaggering monsters want to impress each other.  As long as more than one of them is present, these monsters have +2 to their morale.

67-70

64-67

58-62

Pain. The monster is wounded and lashing out in pain.  The wound may be obvious (d% 1-60) or hidden (d% 61-00).  In either case, the players have a chance to make an ally if they heal the wound instead of causing more wounds.  But pain can cause the monster to act unpredictably, and thus the monster may have -1 (d% 1-30) or +1 (d% 71-100) to its usual Morale.

71-74

68-71

63-71

Rage.  The monster is in a killing frenzy and is unlikely to retreat or bargain unless somehow calmed first.  The monster’s rage may be its natural state (d% 1-60), or a result of disease (d% 61-80) or magic (d% 81-00).

75-78

72-85

72-00

Territory.  The monster is defending what it thinks of as its territory, and sees the players as trespassers or invaders.  Although the monster may be unlikely to be willing to parley first (d% 1-25), it will be satisfied with merely driving the player characters away.

79-91

86-95

Vengeance.  Whether correctly (d% 1-30) or incorrectly (d% 31-00), the monster blames the players for a great wrong that has been done to it, and seeks vengeance.

92-00

96-00

Zealotry.  The player characters are an affront to the monster’s faith, and it is willing to sacrifice itself to scour them from the earth.  This monster has a +3 to its usual Morale.

D&D: I Like JDJArvis’s Reformed AC/Armor Table

Posted in Dungeons & Dragons with tags , , , , , , , , , , , on June 23, 2011 by Kullervo

Check out JDJarvis’s post on his blog Aeons & Auguries about shields. He goes through some pretty intense number-crunching, but the real treat is at the end, an adjusted AC table that I think I might love enough to use in my games:

Example reformed AC/armor table
AC
2…..Plate & Shield
3…..Plate
4…..Mail & Shield
5…..Leather & Shield
6…..Shield
7…..Mail
8…..Leather
9…..unarmored

I’m not sure I actually care about accuracy or being true to any given game. Plain and simple, this chart just appeals to my sense of aesthetics. In any case, I would like to give it a spin and see how it feels in play.

New D&D Monster: Slime Eel

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , on June 23, 2011 by Kullervo


Slime Eel

No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement (Swim): 120’ (40’)
Armor Class: 8
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6
Save: F1
Morale: 7
Hoard Class: None
XP: 38

Slime eels are disgusting aquatic creatures, 8’ in length and lacking bones or a separate jaw. Their heads are merely a blunt end to their fat, pinkish, wormlike bodies with a single primitive eye and a disc-shaped rasping mouth surrounded by blubbery feelers. Their boneless bodies can squeeze through surprisingly tight spaces.

Sluggish except when feeding, slime eels burrow into the mud and rocks of subterranean river bottoms when no prey is available and go into torpor for months until they sense suitable food, at which time they can quickly enter a feeding frenzy. Adventurers caught in a mass of feeding slime eels run the risk of being knocked prone (roll 1d6 each round; characters are knocked prone on a roll of 1).

When active, a slime eel exudes a slick, viscous ooze that clouds the water within 10’ of the slime eel, imposing a -2 to-hit penalty against any attacker who relies on sight to hit. The slime also works as an anticoagulant; consequently, any wound inflicted by a slime eel will continue to do 1 point of damage every round that the wounded creature remains in the slime. Canny adventurers may try to coat their weapons with a defeated slime eel’s slime. Slime harvested from a dead slime eel retains its potency for up to an hour; each dose of the slime is good for one use when applied to a weapon and will cause a wound inflicted by that weapon to bleed for an extra point of damage on the next round. 1d3 doses may be harvested from each defeated eel.

Illustration by David Deitrick

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