Showing posts with label OGL. Show all posts
Showing posts with label OGL. Show all posts

Mar 17, 2026

Book of Valkyries (OSR edition)

Just finished the final drawing for the Book of Valkyries. This is a revised version and a new drawing for Skuld. This finalizes the book and it's off to the printer. 


Skuld
Seer of the Valkyries

Aesir Demi-Goddess, Medium Humanoid, Lawful Neutral

Armor Class: 20 (runic mail and cloak of fate)
Hit Dice: 12d8+36 (hp 92)
BHB: +9
Attacks: Spear (1d8+4) or staff (1d6+3)
Move: 120’ (40’) / 180’ (60’) flying
Save: D3 W4 P4 B5 S7 (F12)
Morale: 11
XP: 4,200
TT: G

Str: 14/+1 Dex: 18/+3 Con: 17/+2 Int: 19/+4 Wis: 26/+8 Chr: 22/+5

Sight of Skuld. Skuld perceives threads of fate surrounding all creatures. She cannot be surprised and always acts in the first round of combat unless facing another divine being, then initiative is rolled for her normally.

Skuldborg - Shield of Destiny. After a successful attack roll is made against the bearer, they may force the attacker to reroll the attack and take the worse result.

Rune of Foresight. Twice per day Skuld may grant an ally within 30’ the benefit of foresight, giving +2 to attack rolls and saving throws for 2 rounds.

Seer of the Valkyries. Other Valkyries within 60’ gain +1 to attack rolls and morale while Skuld is present, as she guides them according to the patterns of fate.

Skuld (/skoold/ debt, obligation, that which is to be) is both a Norn and a Valkyrie, a rare figure who stands between the weavers of fate and the choosers of the slain. Alongside Urðr (what has been) and Verðandi (what is becoming), she forms the triad of Norns who determine the destinies of gods and mortals. While her sisters tend the well of fate, Skuld also rides with the Valkyries, carrying the decrees of destiny onto the battlefield.

Aug 23, 2024

Dwarf Crafter - an Original Edition Class


The Dwarf is severely limited in the original edition. It is restricted to the Fighting-Man class and can only rise to 6th level. They get a small number of interesting abilities that are acutely geared toward the sort of dungeon delving that was most popular in the early days of the game (and is still the best fun, in my opinion). While it does not explicitly associate race-as-class like the later Basic editions did, it was implied because they could only be the one class. Taking that idea and extrapolating it further here is a Dwarf class that is explicitly specialized at being a Dwarf.

The original Dwarf clearly drew inspiration from Tolkien, who in turn took his inspiration from Norse mythology. In that mythos there is little difference made between Elves (or Alfar as they are called) and Dwarves (or Duergar). Perhaps oversimplified, but the elves were light and lived in Alfheim, the dwarfs were darker and lived in Svartalfheim. They were semi-magical beings with the ability to craft wondrous items with powerful magical qualities. It makes sense then, that the original edition dwarf would have some magical crafting abilities.

In this version there is no limit to the level a Dwarf may attain, this is balanced by other factors.

DWARF CRAFTER 
An Alternate Original Edition Class
Prime Attribute: Strength, 13+ (+5% XP), 15+ (+10% XP)
Hit Dice: 1d8
Armor/Shield Permitted: Any.
Weapons Permitted: Any.
Languages: Gnome, Kobold, Goblin, Dwarf, Common
Dwarfs are at once Fighting-Men and Craftsmen of the finest sort. The quality of their metal work is legendary. 
Dwarfs emerged from the decomposing corpse of Ymir, the first frost giant. They were born without any distinguishable form or intelligence. Disgusted by their looks, the gods transformed them into a more human form and bestowed upon them a very high level of intelligence, and tremendous skill in crafting items of beauty and wonder.
Dwarfs are dour and stoic, and have a reputation for greed because gold and finely crafted art are their only true joys in life.
All dwarfs are of stocky build and have very broad shoulders. Their general complexion and size depends on their type; hill, mountain, or burrower:

Hill: these ruddy tan skinned dwarfs are about four feet tall and weigh around 175 pounds. This is the typical and most common dwarf.

Mountain: these brown skinned dwarfs are about four and a half feet tall and weigh around 200 pounds. Largest and most boisterous of the dwarfs, they are also not as common.

Burrowers: these gray skinned dwarfs are just under four feet tall and weigh around 150 pounds. Rarely seen on the surface world these reclusive dwarfs are known to delve in the deepest subterranean depths.

Dwarf Crafter Statistics


Dwarf Crafter Saving Throws
*Dwarfs generally save vs. spells at 4 levels higher.

Dwarfs are agile and rugged for their short stocky size. They have a knack for frustrating very large foes in combat thus they only take ½ damage from Giants.
Dwarfs are generally not adept at learning the complexities of spell casting, but they do have a natural ability to resist the effects of magic. This innate Magic Resistance gives them excellent saves vs spells (+4 levels, as already noted on the Saving Throw chart).
Dwarfs are the finest crafters in the known world and can forge weapons, armor, and other items to the highest levels of craftsmanship. Any item crafted by a dwarf has x4 base value and readily takes enchantment. They are the only beings able to craft and wield +3 Magic WarHammers.
A dwarf notices immediately if a surface they are traversing on is an inclined plane. 
The keen eye of a dwarf for craftsmanship and manufacturing gives them a bonus to detect traps, note shifting walls, and notice any new construction underground. 1-2 on d6.
Their keen eyesight extends into the ability to see in the absence of light, thus they have infravision and can see monsters up to 60’ away in the dark.
Goblins & kobolds are a dwarf’s natural (and most hated) enemies, and Dwarfs will attack them before any other enemies in sight. The dwarf gets a +1 bonus to hit when fighting these creatures.

Dwarfling
Optionally the Referee may permit the Dwarf character to begin as a 0 level Dwarfling. They will have 1d6 hit points, +0 Attack Bonus (or fight as a Man), and have saves as 1st level.

Apr 29, 2024

2nd Edition Monster Super Compendium

2nd edition AD&D has its advocates and critics. As a long time critic I've slowly moved into the advocate  column. In particular the Campaign Settings during that era were fantastic. Something else TSR did well were the many, many, many monster books. 

And someone collected all of them into a searchable database. All. Of. Them. Over 3000 monsters!

Yeah, this website is crazy. Easy to navigate, and it has virtually every monster ever made for 2e AD&D, including from the magazines and various sourcebooks and campaign settings. One of the very good things about 2e was how complete the monster stat format was, almost too much. So it works for any edition of the game you want to play.

Check it out:


https://www.completecompendium.com/

Oct 30, 2023

Happy Halloween

 Found this image online, don't know who the artist is or I'd give them credit. But this is kind of awesome. I wrote up a fitting description designed for B/X or BECMI.

Pumpkin Beholder

HD (Hit Dice): 11 
HP (Hit Points ):75
AC (Armor Class): 2
Move: 9" (levitate up to 10 feet off the ground)
Attacks: 1 bite + 10 eye rays
Damage: 1d6 (bite)
No. Appearing: 1
Save As: Magic-User 11
Morale: 9
Treasure Type: H
Alignment: Chaotic

Special Attacks & Defenses:

Bite: The Pumpkin Beholder can attempt to bite a nearby opponent with its jagged toothed mouth, dealing 1d6 damage.

Eye Stalks: Each of the ten smaller squash eyes can shoot a different magical ray once per round. These rays function similarly to the traditional Beholder's eye stalks, but with a thematic twist appropriate for its pumpkin nature:

  • Withering Ray: Target must save vs. Spells or age rapidly, losing 1d6 strength points temporarily.
  • Fire Ray: Shoots a flame, igniting a target for 1d8 fire damage.
  • Petrification Ray: Turns the target into a pumpkin statue unless they save vs. Petrification.
  • Sleep Ray: Puts the target into a deep slumber unless they save vs. Spells.
  • Fear Ray: Causes the target to flee in terror for 1d4 rounds unless they save vs. Spells.
  • Charm Ray: Bewitches the target to view the Beholder as a friendly ally unless they save vs. Spells.
  • Slowing Ray: Reduces the target's speed by half for 1d6 rounds.
  • Paralysis Ray: Paralyzes the target for 1d4 rounds unless they save vs. Paralysis.
  • Anti-Magic Ray: Creates an anti-magic cone in front of the eye, nullifying all magic in its path.
  • Confusion Ray: Disorients the target, causing them to act unpredictably unless they save vs. Spells.
  • Central Eye: The large central eye emits a continuous anti-magic cone in a 60-foot range in the direction it's facing, nullifying all magic within its gaze.

Description:

The Pumpkin Beholder is an aberration formed when malevolent magic fuses with the essence of Halloween. This creature is made entirely of an animated pumpkin, carved with a sinister, glowing face. The central eye casts an eerie orange light in its vicinity, while the ten smaller stalks, each bearing a squash, radiate out from its body, swaying with malevolent intent. The smell of burning candles and rotting vegetable matter accompanies its presence.

Habitat & Society:

Pumpkin Beholders are rare and are often associated with places of dark magic or cursed lands, especially those linked to the spirit of Halloween. They might be found guarding ancient Halloween relics or terrorizing villages that have forgotten the old ways of All Hallows' Eve.

Ecology:

These creatures do not eat or drink in the traditional sense. Instead, they draw sustenance from the fear and magic of the lands they inhabit. If a Pumpkin Beholder is slain, its body decomposes rapidly, leaving behind seeds that, if planted, can grow into regular pumpkins. However, legends say that on the night of Halloween, these pumpkins can come to life, hinting at the possible return of the Pumpkin Beholder.





Mar 27, 2023

Gunslinger Update - Mole People

Time for a quick update on Gunslinger.

  • Critters: wrote up 20 more critters ranging from various giant insects to strange beasts.
  • NPC's: wrote up a dozen more NPC's for the encounters section.
  • Adventures: dropped in 5 more short adventures, they still need a bit of editing.
  • Random tables: I thought this section was complete, but generated a few more useful tables to add like random mundane treasures to find.
  • On The Arizona Hills: still hammering away at details, rewrote the introductory chapter and removed some redundancies.
  • Art, art, art: this remains the bulk of my time spent on this book.

Also lots of little refinement and editing throughout the book, which is of course is an ongoing effort and will be right up until the book is published.

Here is one of the new critters:

Mole People
Small Humanoid, Chaotic, Underworld

No. Appearing: 1d8 (5d8)
Armor Class: 5
Hit Dice: 2 (8hp)
Move: 120’ (40’)
Attacks: 2 × claw (1d4), 1 × bite (1d4)
Damage: 1d4 (claw), 1d4 (bite)
Save: D12 W13 P14 B15 S16 (F2)
Morale: 9
Treasure Type: A
Intelligence: Average (8)
XP Value: 25

Surprise: +2, due to how attuned they are to their surroundings when underground. 

Nauseating stench: Oils on the skin have a smell that sickens humans: save vs poison or suffer -2 to hit, while in melee with Mole People.

In the sun-forsaken depths of Arizona, beyond the ken of mortal men, there slumbers a race of subterranean sentients, whom the whispering legends of the native tribesmen name the "ground people"  (nleel bideeligi). Cloaked in the eternal darkness of their hidden realm, these beings dwell and delve within labyrinthine tunnels, carving out their cyclopean empire amid the earth's unutterable depths. With unquenchable ardor, the mole people mine the chthonic ores and stones, seeking the glistening treasures that gleam like the lost dreams of the void.

Short and wrinkly are these mole people, with skin the hue of the moonless night, and eyes as black as the abyssal seas. They have dexterous hands, fingers tipped with chisel-like claws, perfect for both digging and grasping the fruits of their labor. Upon their bulbous heads, they bear shrunken snouts, and gnarled ears attuned to the subtlest shifts and whispers of the rock. Their mouths are filled with sharp teeth, honed to strip the tender flesh from the fungal harvests that proliferate in the stygian domain they rule.

These mole people are not wanton aggressors, nor are they enamored of bloodshed. Their society is one of hierarchy and order, wherein each member has a place and purpose. The miners, tireless in their pursuit of the earth's buried riches, are revered for their ceaseless toil. The mushroom farmers, who cultivate the vast fungal gardens in the subterranean grottoes, are venerated for their skill in nurturing the very sustenance that feeds the colony. Above them all, the Elders hold sway, their wisdom and foresight guiding the mole people through the eons.

The mole people's technology is primitive, forged in the crucible of their ancient heritage. They employ rudimentary tools wrought of iron and stone, and illuminate their hidden halls with the eerie glow of bioluminescent fungi. Despite their technological limitations, they craft artifacts of surpassing strangeness and beauty, objects that seem to hold the very essence of darkness, as if the very spirit of the underworld has been given form.

The mole people are a private race, wary of strangers, and protective of their buried realm. When the cavernous sanctity of their domain is threatened, their passive nature can swiftly transform into a wrathful tempest. Their chisel-like claws can become instruments of death, rending the flesh of any intruder who dares to desecrate their sacred tunnels.

Deep beneath the Arizona territory the mole people thrive in their hidden world, an empire apart from the sunlit lands of men. Theirs is a realm of darkness and mystery, a place where the very bones of the earth whisper ancient secrets, and the shadows are alive with the breath of forgotten aeons. Yet, the mole people dwell on, undisturbed and undaunted, the keepers of an enigmatic legacy that will endure long after the empires of man have crumbled into dust.

Discussion thread: https://nightowlworkshop.freeforums.net/thread/21/gunslinger-updates



Mar 23, 2023

Cryptid: Tatzelwurm

 I find the idea of crytpids (scientifically unknown, but possibly existing) creatures to be fascinating. I have several books on the topic, and enjoy following the exploits of biologists/adventurers like Forrest Galante who seek out these animals.

I was just reading about the Tatzelwurm, here are D&D stats for it.

Tatzelwurm
Medium Beast, Neutral, Mountains and Swamps

Armor Class: 5
Hit Dice: 4+4 (36 hp)
No. of Attacks: 2 (1 bite, 1 constrict)
Damage/Attack: 1d6 (bite), 1d4 (constrict)
Save As: Fighter 4
Morale: 9
Treasure Type: C
XP Value: 175

Constrict: If the Tatzelwurm hits with its constrict attack, it wraps its serpentine body around the target, dealing 1d4 damage per round until the Tatzelwurm is killed or the target escapes with a successful Strength check (against a Difficulty Class of 14).

Venomous Bite: The bite of the Tatzelwurm delivers a potent venom. A successful bite attack requires the target to make a saving throw vs. Poison with a -2 penalty. Failure results in the target becoming paralyzed for 1d4 rounds.

Camouflage: The Tatzelwurm's scales allow it to blend in with its surroundings in rocky or mountainous terrain. When attempting to hide, the Tatzelwurm has a 75% chance of success.

Ambush: The Tatzelwurm is an adept ambush predator, gaining a +4 bonus to surprise rolls when it initiates combat from a hidden position.

The Tatzelwurm, also known as Stollenwurm or Bergstutzen, is a mythical creature from the Alpine regions of Europe, particularly in Switzerland, Austria, and Germany. It is said to be a cryptid, a creature whose existence has not been scientifically proven. The Tatzelwurm is described as a reptilian or serpentine creature, measuring between 2 to 7 feet in length. It is often depicted with a cat-like or dragon-like head, a serpentine body, and two short forelegs or sometimes no legs at all.



Mar 21, 2023

B2 Keep on the Borderlands: A Timeless Classic


 B2 Keep on the Borderlands is possibly the most iconic and influential adventure in the history of Dungeons & Dragons. Originally released in 1979 by Gary Gygax, this adventure module has stood the test of time, providing endless hours of entertainment for generations of players. Despite its age, B2 Keep on the Borderlands remains relevant and useful for today's players, no matter the edition. Let's take a look at why this classic adventure module still holds up.

B2 Keep on the Borderlands was designed as an introductory module for new players, providing a balanced mix of roleplaying, combat, and exploration. It showcases the core elements of D&D and serves as an ideal starting point for those new to the game. The module places adventurers in a fortified keep, a bastion of civilization on the edge of a dangerous wilderness teeming with monsters and danger. Players must balance their interactions with the NPCs within the keep, while venturing into the Caves of Chaos, a network of monster-infested lairs.

The Caves of Chaos serve as the primary focus of the module, offering a diverse array of monsters and challenges for the players to tackle. The interconnected caverns and tunnels are home to various monster factions, such as goblins, kobolds, and orcs. Each lair features unique environmental hazards and traps, demanding players to think creatively and adapt to new situations. The dynamic faction relationships within the Caves of Chaos present opportunities for clever players to exploit, using diplomacy, deception, or brute force to gain an advantage.

The simplicity of B2 Keep on the Borderlands is one of its greatest strengths. The adventure's structure and content can easily be adapted to any edition of D&D, from the original Basic Set to the latest 5th Edition. The module's generic setting allows Dungeon Masters to seamlessly integrate it into their preferred campaign worlds. Whether it's the Forgotten Realms, Greyhawk, or a homebrewed setting, the Keep on the Borderlands can fit naturally into any world, providing an exciting and memorable experience.

Beyond its adaptability, B2 Keep on the Borderlands serves as a wellspring of inspiration for Dungeon Masters. The module's open-ended nature allows for the creation of unique adventures tailored to the interests of the players. The Keep itself can be expanded upon, with side quests, political intrigue, or hidden threats lurking beneath the surface. The Caves of Chaos provide a template for designing interconnected, multi-faction dungeons, allowing DMs to craft their own memorable and challenging adventures.

B2 Keep on the Borderlands is a testament to the enduring appeal of Dungeons & Dragons, proving that some adventures are truly timeless. Its engaging blend of roleplaying, combat, and exploration offers a perfect introduction to the game, while its adaptability and open-ended nature make it a valuable resource for Dungeon Masters. 

Mar 7, 2023

Barbarian Kid Character Class


 In the Saturday morning cartoons of the 70's and 80's there was a character archetype you could call the "Barbarian Kid". Examples include Bamm-Bamm Rubble, Prince Dorno, and of course Bobby the Barbarian from the classic Dungeons and Dragons cartoon. What would this look like as a character class for OD&D or B/X? Here is a rough write-up of what he could be.

BARBARIAN KID Prime Attribute: Strength, 13+ (+5% XP) Hit Dice: 1d10 Armor/Shield Permitted: Any non metal. No shield. Weapons Permitted: Any. Club is preferred (+1 to hit) Save: as Fighter class

Barbarian kids are unusually strong children with fierce attitudes, a primitive weapon, and a pet. 

The barbarian kid has somewhat stunted growth, appearing to age slower than others of their kind, and being generally more diminutive. Though at some point they may have a growth spurt around late puberty and grow much taller, larger, and more muscular than is typical of their kind. 

They are highly suspicious of magic and as a general rule will avoid using magic items, except in some circumstances such as being given a magic club.

They will never willingly retreat, surrender, or take prisoners.


Level

Title

XP

Class Ability

Hit Dice

d10

BHB

Fighting Capability

1

Barbarian

0

Berserk, +1 Str

1

+1

Man +1

2


2000

Pet

2

+2

2 Men +1

3

Fighter

4000

Impervious

3

+3

3 Men or Hero -1

4


8000

+1 Str

4

+4

Hero

5

Warrior

16000

Speed Burst

5

+5

Hero +1 or 5 Men

6


32000


6

+6

Hero +1 or 6 Men

7

Drengr

64000

Bonus attack

7

+7

Superhero -1

8


120000


8

+8

Superhero

9

War Lord

240000

+1 Str

9

+9

Superhero +1

10

War Lord, 10th

480000


9+1

+10

Superhero +1


The barbarian kid is unusually strong and gets +1 strength at 1st, 4th, and 9th levels. This may exceed normal race limits.

Barbarian kids also get a +4 bonus to any saving throws vs. any kind of fear (magical or non magical).


Berserk Trigger: This is a small trigger that puts the Barbarian Kid into berserk rage. This is chosen by the GM during character creation and can be a word, a particular food or smell, an action, or any other common thing that may come up in the adventure. When triggered the barbarian kid goes into a berserk rage and gets +2 to all attack rolls, +2 to damage, and -2 to AC. Also they shrug off 1pt of damage from each hit they take. Berserk rage lasts 2d6 turns, and then the barbarian kid is exhausted for 1 hour for each turn they raged.

Pet: Every barbarian kid befriends a cute pet that is semi-intelligent. It is equally useful and not, depending on the situation. It may get in trouble, cause mayhem, or get in the way. Then it also may save the day by fetching the keys hanging on the guard’s belt when the barbarian kid is locked up. They are loyal to the barbarian kid to death and may be very dangerous to strangers, and even friends, as it is extremely protective.

Roll 1d6

  1. Baby unicorn

  2. Baby dinosaur

  3. Baby saber-toothed tiger

  4. Baby dire wolf

  5. Baby cave bear

  6. Baby griffon

Impervious: At 3rd level the barbarian kid chooses one damage type that they are practically impervious to. This can be fire, poison, blunt damage to the head, or something else. The GM must approve this. The barbarian kid reduces the amount of damage taken this way by 1 point per incidence and +4 to saving throws vs that damage type when a save is called for.

Speed Burst: At 5th level the Barbarian Kid gains +10' to their speed during encounters.

Bonus attack: At 7th level the Barbarian Kid gains an extra attack each round, if using their preferred melee weapon.




Mar 6, 2023

Edgar Rice Burroughs' "Master Mind of Mars" is now in Public Domain


The "Master Mind of Mars," is a phantasmagoric novel crafted by the hand of Edgar Rice Burroughs, which is the sixth installment of his "Barsoom" cycle. In the nascence of its conception, the writer bestowed upon it titles both strange and eerie, including "A Weird Adventure on Mars" and "Vad Varo of Barsoom." It first saw the light of day in Amazing Stories Annual vol. 1, published on July 15th of the 1927. Its inaugural publication in book form was handled by A. C. McClurg, and was released to the world in March of 1928.

The fate of this most curious tome may serve as a cautionary tale: Burroughs, it seems, was stymied in his attempts to land a sale with his customary high-paying markets, the Munsey magazines and the Street & Smith line. Some literary critics have posited that the book's scathing treatment of religious fundamentalism proved a stumbling block for potential publishers. Eventually, he found a buyer in the form of the esteemed Hugo Gernsback, who offered him a mere $1,250, a paltry sum when compared to the lavish payouts offered by outlets such as Argosy All-Story, where the previous work in the series had made its debut. Gernsback, a man of discernment, chose the title of the story which remained its name throughout its publication history, and he made it the star feature of his newest magazine.

In this book by the esteemed master of pulp fiction, the thread of the series is shifted for a second instance. The first, I might recount, occurred when the initial champions, John Carter and Dejah Thoris, faded into the background and their progeny took the fore. But, now the author conjured a new hero entirely, one whose fortunes are unmoored from the earlier yarns. This champion, named Ulysses Paxton, is of the same Earthly stock as Carter, and, like his predecessor, is transported to the crimson orb through the mere act of gazing upon it in the heavens above.

The tale of Paxton, who, having alighted upon the red world, found himself in the company of Ras Thavas, a dotard scientist of high repute, and the self-styled "Master Mind" of that place. Ras, as it were, had perfected the art of brain transplant, a most peculiar discipline, which he used to bestow fresh and supple bodies upon the aged and wealthy of Mars, thus fattening his coffers. The youth-starved Ras, ever mindful of betrayal, deigned to train Paxton in his craft, seeking to groom him as his acolyte, in the hopes of someday meeting his own end with a minimum of pain and degradation. But, lo and behold, Paxton was struck by love's arrow, falling for the lovely Valla Dia, one of Ras' duplicitous victims, whose comely form was traded for that of Xaxa, the loathsome empress of Phundahl. Paxton, nobler than his master, refused to operate on the dotard until a promise was made to restore the princess to her rightful flesh. And so began a journey, a quest, in which Paxton and his comrades, all subjected to Ras' experimental scalpel, sought to return the stolen body to its rightful owner. In the end, the victors were rewarded: Paxton wedded the fair Valla Dia, who in a felicitous twist of fate, was revealed to be a princess of the highest rank.

Master Mind of Mars is a middling effort in the cannon of Burroughs' Barsoom stories, which is to say it is a delightful and fast paced read. Because even Burroughs' mediocre efforts are better than the average pulp writer of his day. It does not reach the heights of the better books in the series such as the first three masterpieces, it still fares better than some of the later stories which seem to diminish in quality.


____________________________________________


Ulysses Paxton

Jasoomian, Human, 9th level Fighting Man
Armor Class: 6 [13]
Hit Dice: 9/52hp
Move: 120' on earth, 180’ (360’ jump) on the Red Planet
Attacks: saber, or radium pistol +10BAB
Damage: 1d10, 1d12
No. Appearing: 1 (unique)
Save: F9
Morale: 12
Treasure Type: A
Alignment: Lawful
XP Value: 7,100
Str: 15 (+1), Dex: 16 (+2), Con: 15 (+1), Wis: 13 (+1), Int: 12 (+0), Chr: 14 (+1)
Equipment: saber, pistol.

+2 STR & DEX on the Red Planet

Ulysses Paxton was a man of Earth, but his spirit was one of adventure and daring. His body was lean and wiry, with sharp features and piercing blue eyes that seemed to gaze into the very soul of a person. He was possessed of a courage that was unyielding, and a determination that was unshakable. When he first set foot upon the red soil of Barsoom, he was filled with wonder and amazement, but he was also keenly aware of the dangers that lurked around every corner.

Paxton's time on the red planet was marked by a series of harrowing adventures, and he emerged from each one with his spirit unbowed and his resolve unbroken. He was a man of action, quick to draw his sword and even quicker to use it. But he was also a man of principle, guided by a moral compass that was unerring. When he encountered the mad scientist Ras Thavas and witnessed the horrors that he had inflicted upon his victims, Paxton was filled with a sense of righteous anger that burned within him like a flame.

Despite the many trials that he faced on Barsoom, Paxton never lost sight of his ultimate goal: to return to Earth and to the woman that he loved. But even as he longed for the familiar comforts of his home planet, he was forever changed by his experiences on Barsoom. He had become a warrior, a hero, a man of legend. And though he may have returned to Earth, his spirit remained forever bound to the red planet that had captured his heart.