Wednesday, June 8, 2016

White Plume Mountain at DriveThruRPG

One of the all-time greatest classic modules is now available at DriveThruRPG.

S2 White Plume Mountain


I had an absolute blast playing this with my kids.  They STILL talk about how they got Blackrazor.

DriveThru has a number of great files to go with this too.
White Plume Mountain Dungeon Tiles (lots of fun!)
White Plume Mountain Revised (3.5)

The PDF is the older mono-chrome cover, but I love this Jeff Dee one.

Tuesday, June 7, 2016

League of Extraordinary Ladies: The Huntress

Have not done one of these in a while.  So to celebrate the Kickstarter for Leagues of Gothic Horror: Shapeshifters & Vampires, here is a hunter...or rather a Huntress!
Plus I was reading through some of my Ubiquity books this morning and thought it would be nice to do this again.

The Huntress
Health: 8
Style: 2

Primary Attributes
Body 4
Dexterity 5
Strength 3
Charisma 3
Intelligence 5
Willpower 4

Secondary Attributes
Size: 0
Move: 8
Perception: 9
Initiative: 10
Defense: 9
Stun: 4

Skills (levels only)
Archery 6
Athletics 7
Drive 2
Firearms 6 (hand-held crossbow)
Investigation 6
Larceny 6
Linguistics 4 (English, Italian, French, Spanish)
Medicine 3
Melee 6
Performance 1
Ride 2
Stealth 7
Streetwise 7

Talents
Attractive
Danger Sense
Headstrong
Well Connected

Resources
Ally 3 (the Bat-Man)
Contacts (the Justice League) 3
Contacts (Criminal) 5
Wealth 5

Flaws
Obsession (prevent crime, hunt criminals)

This is Helena Bertinelli, not Wayne.  I have nothing against that version of the character, this is just Miss Bertinelli.  I set her Larceny, Streetwise, Contacts and Wealth accordingly.

Again with these I am not sweating the points. I want them to feel like their comic book counterparts.

Monday, June 6, 2016

Monstrous Mondays: Zugarramurdi Brujas

This creature has been haunting my dreams for a very long time.
I wanted a creature that combined aspects of the witch, vampire, hag and lich into one creature.  A "first draft" of this creature was known as an Occult Lich, but that did not really capture what I wanted.  Here is another attempt. This time for Labyrinth Lord.

Undead Witch by doghateburger
Zugarramurdi Brujas
No. Enc.: 1 (3)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 2
Hit Dice: 10+5*** (50 hp)
Attacks: 3 (claw/claw/bite)
Damage: 1d4/1d4/1d6
Special: Wisdom & Charisma drain
Save: W 10
Morale: 10
Hoard Class: XVII
XP: 2,600

The Zugarramurdi Brujas are undead witches that are believed to have come from the village of Zugarramurdi, Spain.  Zugarramurdi was the scene of a huge witch trail in the 17th century.  It was believed that these witch sold their souls to a devil named Akerbeltz, he gave them magical powers, silver and a toad familiar.  When alive they had power of animals and members of the opposite sex.  It was believed that these witches could also spit poison.  To maintain their power they had to sacrifice children on the night of the Summer Solstice.
Some of the accused died before they saw trail, but many of the witches were tried and executed.  Their remains, which could not be buried in hallowed ground, were tossed into a cave where the witches used to meet; Cuevas de las Brujas ("Cave of the Witches").
It is said they returned from the dead on the next Summer Solstice.

The term now is used to refer to any witch that comes back from the dead due to improper burial.  As an undead creature they are more powerful than they were in life, though most of their spell casting ability is diminished.
They attack with a claw/claw/bite routine as their primary form of attack.  On a successful critical hit (natural 20) on any attack they also drain 1 point of Wisdom and 1 point of Charisma from their victims.  Any victim reduced to 0 in either ability will become a zombie under control of the Zugarramurdi Bruja who killed it.
They also are surprised only on a 1 in 6.
They also cast the following spells as a 10th level witch: Bewitch III, Charm, ESP, Eyebite, Greater Command, Shriek, Withering Touch, and Undead Enslavement.

Zugarramurdi Brujas are vulnerable to silver, magic weapons and holy items.  Holy water does 1d8 hp of damage to them. They can be turned by good cleric as if they were vampires.  A lawful witch can also turn these creature as if she were a cleric of the same level, such is their abomination of all things the lawful witch holds sacred.   Like a vampire these creature cannot enter into a personal dwelling unless they are granted permisson nor can they ever enter hallowed ground, such as a place of lawful worship or a graveyard.  Doing so causes 1d8 hp damage per round.


Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!


Friday, June 3, 2016

Kickstart Your Weekend: Ninjas and Badges

It's almost the weekend folks!  Here are a couple of kickstarters I think are worthy of your support.

Up first is Ninja High School a new game based on the comic of the same name.


It comes to us from +Jonathan Thompson and Battlefield Press, whom I have worked with in the past.
It's a D6 system, so it should be a lot of fun. I have been wanting to do something with D6 for a while now.

And we are nearing the last 10 or so hours of Gamer Badges by JBM Press.


https://www.kickstarter.com/projects/1705440407/gamer-badges

I have to admit I love the idea of these.  Not just in terms getting the badges (which is fun) but also this is exactly the sort of thing Kickstarter is about; helping a small company get the capital they need to get a unique project off the ground.  Plus JBM Press are good people.

Enjoy your weekend!


Thursday, June 2, 2016

The Witch Queens Gather...

They are getting along now, but is War in their future?

Larina, Feyia & Iggwilv

This fantastic art was created by +Jacob Blackmon who has done tons of great RPG art including a lot of the art in the upcoming Strange Brew, which features Larina quite a bit.

If you like his work then pop over to his DeviantArt page, his Patreon page, Facebook or Tsū pages.

I am thinking of making this the "unofficial" cover of my War of the Witch Queens campaign. Which is fine given it is something I am just planning on doing in my home game and not publish.

I just need to do something cool enough to live up to the awesome in that picture.

Edition Changes as a Role-Playing Device

It is no secret that I am a fan of most editions of D&D (and many games in general).  Since I began back in 1979 I have played every edition of *D&D there is and have found something to enjoy in all of them.

Since I have been playing for so long, I have also had campaigns that have lasted years.  Sometimes these campaigns span multiple editions.  For example, my kids started with characters in 3rd edition, then those characters have kids that were started in 1st Edition and then we all moved to 5th edition.  With the occasional side step into Basic or OSR games for fun.   I have used different editions of the game for flashbacks, dream-sequences and general out-of-body experiences.



But looking at the larger picture of a longer narrative have you considered the actual rule changes to part and parcel of what is going on in the world?  Obviously, if you only play one edition this will not mean much to you or if your games have no continuity between editions.   But I have characters that started in Holmes Basic and they have descendants in my current 5e game.   Usually, it is one generation per edition, but how can I explain it when a cleric only has a mace a weapon and no spells till 2nd level when his grandson, who is also a cleric of the same god can wield a sword in some cases and his son can cast minor spells at will?

Some things I did work into a large narrative.
When I went from Basic to First Ed I explained the Class/Race Split by saying that elves in my original lands preferred to become fighter/magic-users due to tradition, but elves elsewhere in the world would choose other classes.

Going from First to Second had the biggest hurdle regarding demons.  First ed had them, second ed originally did not.  So since I had just done a huge war to finish off my "high school" games before college I just said that the war had blocked all demons from coming back into the world.

Second to third was a longer time span of inactivity for me, but the big issue was the birth of Sorcerers; people with spontaneous magic in their blood. Is this a remnant of the re-opening of the demon gates?  Maybe.   Hmm....I think I see and adventure idea!

Fourth has a slew of problems.  Mostly though the change in the nature of magic.  I have regarded this as an odd conjunction of the planes; something that altered the Cosmology.  Again, sounds like a cool thing to play out one day.

Fifth then is the return to the way things were before...with some things changed permanently.

I know there are some "in-story" and "in-universe" explanations for these changes in a lot of the Forgotten Realms material.  I will have to check these out someday and see if they track with my own ideas.

What have you done?
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