Tuesday, July 22, 2014

Two New Products and a New Notion

Hey folks. Three items today ...

ITEM ONE - BLOODY BASIC IN SOFT COVER

Bloody Basic - Classic Edition is now up for sale as a soft-cover book. A game with characters levels 1 to 6, with elves, dwarves, halflings, fighters, clerics, magic-users, thieves and all the rest of the classic fantasy elements, for $8.99. I'm working on getting the Contemporary Edition out pretty soon as a PDF, and then a hard copy, and then the other editions will follow - Fairy Tale, Chaos, Apocalypse, Jules Verne, etc.




ITEM TWO - BLOOD & TREASURE MONSTER TOME PDF

The PDF of the Monster Tome is now available for download for $6.99. It includes 172 pages of monsters, with 258 monster entries. I hope to have the softcover and hardcover books up for sale in two or three weeks. As I often do, I'll be offering a free PDF to those who buy the hard cover edition of the Monster Tome, so if you're planning on buying the hard cover later, you'll probably not want to buy the PDF now.

Monster Tome II will have to wait for 2015.





ITEM THREE - STRANGE TWIST OF FATE

Just so this isn't a completely commercial post, here's a little notion for using a fate mechanic in your adventures.

When you delve back into heroic fiction, back to the days of the Greeks, Romans and Norsemen, it's hard to avoid the concept of fate. The Fates and Norns measured out the days of a man or woman's life and cut the string when it was time for them to die.

If you're running a game set in these times, or any time if you like it, you might want to inject a little fate into the game. You could also inject Doctor Fate into your game, but that's a matter for another post.

Obviously, you don't want to use fate as a way of arbitrarily cutting a character's life short. You can, however, use it as a way to determine whether character's are beloved or cursed by "the gods".

You could do this in one of two ways.

The first is to randomly determine a person's fate for each adventure, every adventure. First, determine which deities are looking down on the player characters by rolling D10.

1. Lawful Good
2. Neutral Good
3. Chaotic Good
4. Lawful Neutral
5-6. Neutral
7. Chaotic Neutral
8. Chaotic Evil
9. Neutral Evil
10. Lawful Evil

If you use the three-tier alignment, roll D6.

1-2. Lawful
3-4. Neutral
5-6. Chaotic

Next, determine the character's fate for that adventure by rolling 3d6. If the character is the same alignment as the deity, they enjoy a +2 bonus to their roll. If they are the opposite alignment, they suffer a -2 penalty to their roll.

1-2. You are loathed by the gods - subtract -2 from all d20 rolls during this adventure
3-6. You are cursed by the gods - subtract -1 from all d20 rolls during this adventure
7-12. The gods are disinterested - your fate is in your hands
13-16. The gods favor you - add +1 to all d20 rolls during this adventure
17-18. You are beloved by the gods - add +1 to all d20 rolls during this adventure, and re-roll one failed saving throw.

An interested god will be watching over the adventure. Whenever an accursed or loathed character performs an action in accordance with the deity's alignment (or any element of their alignment), they are permitted to re-roll their fate. Whenever a favored character does something in opposition to the deity's alignment (or any element of their alignment), they likewise must re-roll their fate.

If you are using this system, you might want to add a couple spells to your game.

Tell Fortune - 1st level spell for clerics, druids and magic-users; it literally tells the character's fortune (i.e. loathed, cursed, favored, beloved).

Read Signs - 1st level spell for clerics, druids and magic-users; tells you the alignment of the deity watching over the characters during this adventure.

The other way you can use a system like this is to put the characters' fates into their own hands. Instead of always rolling to determine a character's fate for an adventure, the player's instead offer themselves up for judgment. The system works the same way, it just puts the decision in the hands of the players.


Saturday, July 12, 2014

Elemental Racial Variations

I’ve always enjoyed coming with variations on a theme, or variations on existing things in games. Of late, I’ve thought about doing themed variations on some of the existing races in Blood & Treasure – themes like the elements, or insects or animals.

For my first theme, I choose elemental earth. These races could work well in a specialty campaign, especially one set underground or on the elemental plane of earth, or can be used in an exotic section of an existing campaign world.

I'm not sure how well balanced these races would be, but you know - sometimes it just doesn't matter. If they look like fun, use them!

COAL GNOMES
Coal gnomes look generally like normal gnomes, save their flesh is composed of a substance not unlike coal. They have pitch black skin and beady eyes that glow like embers. These eyes give them darkvision to a range of 120 feet. Coal gnomes are not immune to fire, but they do have a strange resistance to it.

When a coal gnome is struck by fire, it ignites and smolders. The coal gnome suffers one point of fire damage per round, and no more. While they smolder, they can score +1 point of fire damage with each successful melee attack.

Coal gnomes have the same alterations to their ability scores as normal gnomes, the same knacks and the same ability to multi-class. They do not have any Spellcasting ability.

GRANITE DWARVES
Granite dwarves are stoic and seemingly emotionless; at least, they do not often show emotion. Logical and resolute, they look like dwarves carved from granite.

Granite dwarves have the same ability score modifications as normal dwarves, and the same knacks. Their skin gives them a natural AC of 12, and they have the ability to freeze as do gargoyles, for a maximum of 10 minutes. Granite dwarves have darkvision to a range of 60 feet.

Granite dwarves cannot multi-class, for their minds are too focused.

CRYSTAL ELVES
Crystal elves are as graceful and lithe as normal elves. Their bodies are seemingly composed of living crystal, in various colors and hues. They rarely wear clothing, but do adorn themselves with jewelry and sometimes capes or cloaks.

A crystal elf’s skin reflects and refracts light, depending on the angle at which it is struck. When fighting in moderate illumination, all opponents engaged in melee combat with the crystal elf must pass a Reflex saving throw when they miss the elf in combat by more than 3 points, or be blinded for one round. In strong illumination, creatures locked in melee combat must pass this save each round, and creatures within 20 feet must do so when they miss the elf in ranged combat as above.

The crystal elf’s body gives them a +2 bonus to save vs. rays. They suffer double damage from sonic attacks.

Crystal elves have the normal ability score modifications and knacks, darkvision to a range of 30 feet, and they cannot multi-class.

SANDLINGS
Sandlings look like normal halflings composed of sand. They are quick and curious and have more abrasive personalities than normal halflings.

Sandlings ignore one point of damage per hit from physical damage, but water and wind deals +1 point of damage per dice (or 1 point of damage if the attack doesn’t normally deal damage) to them. They have the same ability score modifications as normal halflings, the same knacks, and they gain a knack at escape attempts.

When a sandling is struck for full damage by a physical blow (minimum 5 points of damage), they split into two tiny versions of themselves, splitting the damage as well. They must also split their equipment when they split, and their hit point total, but each of these twins retains its normal level, ability scores and special abilities. The personalities of each twin can vary, based on the original’s alignment:

THREE TIER ALIGNMENT
Lawful = Lawful and Neutral
Chaotic = Chaotic and Neutral
Neutral = Chaotic and Lawful

NINE TIER ALIGNMENT
Lawful Good = Lawful Neutral and Neutral Good
Lawful Neutral = Lawful Neutral and Neutral
Lawful Evil = Lawful Neutral and Neutral Evil

Neutral Good = Neutral Good and Neutral
Neutral = Lawful Neutral and Chaotic Neutral
Neutral Evil = Neutral Evil and Neutral

Chaotic Good = Chaotic Neutral and Neutral Good
Chaotic Neutral = Chaotic Neutral and Neutral
Chaotic Evil = Chaotic Neutral and Neutral Evil

The twins cannot re-merge until they get a full night’s sleep. If that sleep is interrupted, they split apart and must remain apart until they get another chance at 8 hours of rest.

Friday, July 4, 2014

1800 - American Empires Revisited & Monster Previews

A couple years ago I had a little brainstorm that resulted in an article for NOD involving fantasy Napoleonic-era wars in a North America divided into a number of competing nations, not unlike the Europe of the real Napoleonic era. I planned to turn it into a game called 1800 - American Empires, and then ... well, I got a bit off-track.

First and foremost, I got started on something called Blood & Treasure, and that sure took up a chunk of my time. Secondly, the huge hex map of North America I painstakingly created was lost due to a computer crash (don't worry, my daughter now has a much better understanding of what we do and do not click on on the internet). That really took the hydrogen out of my blimp.

Well, even though it was put on the back burner, American Empires never completely left my brain. I still love the idea of the thing, and I think it's just about ripe for development. Now that I've put together the framework of Bloody Basic, I think it would serve as a great little engine for the game. (By the by - still need to produce the soft-cover book for Bloody Basic ... dang, the time sure flies).

Grit & Vigor still has to take precedence once I've finished with the B&T Monster Tome (should be on sale next week, if all goes well). But once G&V is finished, and while I work on the next issue of NOD, I'm going to put some work into American Empires. Four classes (scout, soldier, venturer and magician), just one race, humans (though some other humanoids will show up as monsters, with some options for using them to play), a nice gazatteer of fantasy Napoleonic America (including a Napoleon-ruled Louisiana, Jefferson's Virginia Commonwealth, the stern Yankees of New England, Aaron Burr's Texican Republic and those red coats up on Canada), and lots of rules aimed at wilderness exploration (really wilderness as dungeon), armies and stronghold, colony and nation building. Should be a blast, and I look forward to doing it.

Now, since this post has been nothing but a commercial, I feel compelled to give a couple sample monsters from the Monster Tome, art included.




Sunday, June 29, 2014

Two New Reviews - Coming Right at You

I have a couple books to review and share with all of you out in blog land -  Mad Monks of Kwantoom by Kabuki Kaiser, and No Country For Weak Men by Anders Hedenbjörk Lager.

Mad Monks of Kwantoom is a Labyrinth Lord -compatible sourcebook for Asian-themed adventures. From the intro:

"Are you looking for an Oriental Adventure Companion compatible with whatever system you fancy for your Old School Gaming campaign? A Chinese-style monster manual with a twist? A tome collecting a hundred brand new mundane magic items? An Asian-themed urban setting? A game aid to help you fill in the gaps when improvising? An endless campaign that you can play solo or with your family and friends without a DM? Good, because you'll find all this gathered together in one nifty package right here."

There's quite a lot to be had in the book's 229 pages, including an Asian setting, new classes and races and, most impressively, a DM-less adventure generator for those who would like to bash heads and gather baubles without the benefit of a referee. Honestly, there's too much here for me to comment on all of it, but it is a wonderful gaming resource and I think well worth the price. Find it HERE on rpgnow.com.

No Country for Weak Men is a free adventure done for Blood & Treasure (but of course, adaptable to other old school systems), Anders' first. Appropriate for a band of 3rd to 4th level characters, it is set in the frozen north (or I suppose frozen south if you'd prefer). No Country For Weak Men is a traditional dungeon to explore and, hopefully, plunder. From the book:

"Long before the Northmen came, a cruel and proud people lived here. They were the descendants of the Elder People (Fey Elves). Just like the Fey Elves, they performed great magical experiments, consorted and even interbred with powers from Beyond the Veil. And like the Fey Elves, these experiments eventually brought their doom. In a last attempt to evade fate, the High King weaved a spell to ensure his return once the Stars Were Right. Once revived, he would start to rebuild his realm. Unfortunately, the magics only worked in part. That is what happens when taking hints from Demons. Instead of coming back to life, the High King and his people return as insane undead horrors - the Draugr."

This looks like a good one - a good old-fashioned dungeon romp against the undead. The dungeon is relatively short - 15 locations - so it could be a great gap-filler for a party making its way through a cold, northern land, or could be used to introduce the northlands to adventurers if a map or other Macguffin was inserted into the dungeon. Check it out HERE.

Friday, June 27, 2014

And Now For Something Completely Different ... Salsa!

Every other year, I plant a garden in my backyard. Tomatoes are a mainstay, because they actually do very well in Las Vegas. This year, I also planted a few watermelon vines. I had good luck with them a few years ago, so I'm giving them another go.

This post isn't about gardening, though - it's about what to do with the fruits of your gardening labors.

Gaming isn't just about dice and adventures and rules - it also has an important social aspect. Games are usually hosted by someone, and a good host provides some snacks for his or her guests. It's not just my rule - Zeus himself frowns upon a stingy host!

Now, those aforementioned tomato plants in my backyard are pretty darn productive. One of things my wife and I like to do with the hundreds of these tomatoes we grow is make salsa. I don't need to tell you the value of salsa and corn chips as a snack.

What follows is the very simple recipe we've come up with for salsa. We do a pretty big batch, so you might want to cut things down (especially if you have to buy your tomatoes from a grocery store).

Ingredients:

  • 16 tomatoes (about 2 inches in diameter, though sometimes some cherry tomatoes and beefsteaks get into the mix)
  • 2 avocados
  • 2 jalapeno peppers (or more - my family is full of lightweights)
  • 2 limes (small)
  • 1 large red onion
  • 1 clove of garlic
  • Frozen corn (one bag)
  • Black beans (one can)
  • Cilantro
  • Salt (we like sea salt)
  • Pepper (fresh ground is best)
  • Red pepper flakes
  • Olive oil

I throw the olive oil, corn and beans and minced garlic into a large skillet and heat it up. Naturally, I throw in a bit of salt and pepper.

While it's warming up (you don't really want to cook it), I cut all the tomatoes in half, the avocados in half, the jalapenos in half (and remove the seeds - again, I live with lightweights), the limes in half and the red onion in four parts. The cilantro is chopped up pretty fine - about a half cup.

In a blender, I throw four of the tomatoes, half an avocado, half a jalapeno, a fourth of a red onion, a wad of cilantro, a sprinkle of red pepper flakes and the juice of half a lime. I chop this up in the blender - the tomatoes usually blend pretty good - and dump this into the skillet with the corn and beans.

Repeat the blender part three more times. When everything's in the skillet, I let it come to a light boil, stirring often. My wife usually chops a few more tomatoes up and we add these when the cooking process is completed, so there are some nice chunks of tomato in the salsa. The blender (or food processor if you prefer) saves a lot of work, and seems to produce a smooth salsa. Obviously, you can add or subtract ingredients as you like - be creative (though maybe not as creative as my daughter, who wants to throw a couple Jolly Ranchers in with the veggies just to see what happens).

When all is done, we spoon the salsa into some handy jars (we usually get more than three tall jars full - the extra is gobbled up while it's warm) and enjoy salsa for a couple weeks. Naturally, you want to keep it refrigerated - my wife sometimes freezes it. If you're into putting up preserves and know what you're doing, I would suggest using that process to preserve the salsa.

When you have a game, break out the fresh salsa and a bag of chips and have at it!

Saturday, June 21, 2014

Odds and Ends (or Monster and Spells to be Precise)

SINOOZE

Large Ooze, Neutral (N), Non-Intelligent; Solitary

HD 8
AC 12
ATK Slam (1d6 + 1d6 acid)
MV see below
SV F10 R11 W11
XP 800 (CL 9)

Sinooze is an ooze that seeks out skeletal remains. It oozes over them and penetrates the bones with microscopic feelers, absorbing and reading the DNA. Using this information, it expands and takes the shape of the creature's musculature.

The sinooze attacks and moves as the creature whose bones it animated. In addition, the monster deals acid damage when it successfully strikes. This acid damages organic materials and metal, but not stone.

Sinooze are flammable. When struck with fire, it suffers half damage, but is lit on fire. Subsequent successful attacks by the monster deal 1d6 points of fire damage. The monster continues to suffer 1d3 points of fire damage each round while ablaze.

Cold damage forces the ooze to pass a Fortitude saving throw or become thick and sluggish. Its movement is cut in half, and it becomes vulnerable to bludgeoning damage (i.e. takes full instead of half damage).

Special Qualities: Resistance to fire, weapon resistance

Bite of the Wolf
Level: Druid 2
Range: Personal
Duration: 1 hour

The druid's mouth becomes a wolf's muzzle. The druid gains a bite attack that deals 1d4 points of damage. Victims of the attack must pass a Reflex save or be tripped and knocked prone.

Coils of the Constrictor
Level: Druid 2
Range: Personal
Duration: 1 hour

The druid's body becomes sinuous and flexible. On a successful grapple attack, the druid deals 1d4 points of damage and constricts his opponent for 1d4 points of damage per round until the grapple is broken.

Dwarfblood (Transmutation)
Level: Magic-User 1
Range: Personal
Duration: 1 hour

For one hour, the magic-user gains the special racial abilities of a dwarf.

Elfblood (Transmutation)
Level: Magic-User 2
Range: Personal
Duration: 1 hour

For one hour, the magic-user gains the special racial abilities of a elf.

Fangs of the Viper
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid's mouth becomes fanged. The druid gains a bite attack that deals 1d3 points of damage and injects Poison III into the victim.

Flashing Blade (Transmutation)
Level: Magic-User 1
Area of Effect: One blade
Duration: 1 hour

This spell can be cast on one medium or large blade, which must be touched by the magic-user. For one hour, the blade shines with a bright, blinding light. When the sword is used for an unsuccessful attack, the target of the attack must pass a Reflex save or be blinded until the end of the next round.

Foreboding (Illusion)
Level: Magic-User 2
Range: 30 feet
Area of Effect: One creature
Duration: 6 hours

The target of this spell has terrible feeling of foreboding. While under the effects of the spell, she believes every find trap task check she makes succeeds (i.e. finds a trap), every remove trap task check fails, and all listen at doors task checks result in her hearing weird, threatening noises on the other side of the door.

Gnomeblood (Transmutation)
Level: Magic-User 2
Range: Personal
Duration: 1 hour

For one hour, the magic-user gains the special racial abilities of a gnome.

Horns of the Rhino
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid's nose and forehead broaden and grow a fierce horn. The druid gains a gore attack that deals 1d8 points of damage. Every gore attack counts as a bull rush attack.

Horseless Carriage (Conjuration)
Level: Magic-User 4
Range: Object touched
Duration: 1 hour

By touching a wagon or similar wheeled conveyance, you imbue with the ability to move on its own. The wagon moves by your command, and in much the same way as a horse would, save that the wagon operates by voice command. For every three levels you possess, the wagon is moved by the equivalent of one horse (i.e. gains one horsepower). A 7th level magic-user could conjure up two horsepower, while a 12th level magic-user could conjure up four horsepower.

Hover (Transmutation)
Level: Magic-User 3
Range: Personal or close
Duration: 1 hour

This spell works like the levitate spell, except that it gives the recipient of the spell the ability to move at a movement rate of 20 forward and backward, and the recipient of the spell only levitates 6 inches above a solid or liquid surface.

Hug of the Bear
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid's arms become large and furry, and tipped with claws. The druid gains two claw attack each round that deals 1d6 points of damage. If both claw attacks hit a foe, they are automatically grappled.

Monstrous Mein (Transmutation)
Level: Magic-User 3
Range: Personal
Duration: 10 minutes

The magic-user's creature type changes to monstrous humanoid. The magic-user gains darkvision to a range of 60 feet, is no longer affected by spells that affect humanoids (such as charm person), and gains a +2 bonus on Reflex saving throws. In addition, their visage becomes monstrous, and normal humans and men-at-arms must pass a Will saving throw upon seeing them or become frightened for 1d4 rounds.

Phantom Banker (Transmutation)
Level: Magic-User 2
Range: Close (30 feet)
Duration: Permanent

The magic-user changes one form of currency into the next higher form of currency, thus copper pieces into silver pieces, silver pieces into gold pieces, and gold pieces into platinum pieces. The total value of the coins does not change, thus 100 copper pieces can be changed into 10 silver pieces. Another use of the spell could then turn those 10 silver pieces into a single gold piece.

Polymath (Transmutation)
Level: Magic-User 3
Range: Personal
Duration: 1 hour per level

For the duration of this spell, the magic-user becomes a cleric, fighter or thief of her same level. The magic-user loses all magic-user abilities and restrictions for the duration of the spell, and for this reason they cannot end the spell early - the duration of the effect must be set by them when the cast the spell, up to one hour per level. While in their new class, they gain it's hit dice (and thus re-roll hit points), saving throws, armor and weapon restrictions, special abilities, etc.

Polymath, Advanced (Transmutation)
Level: Magic-User 5
Range: Personal
Duration: 1 hour per level

As polymath, except the magic-user can become a multi-classed cleric/magic-user, fighter/magic-user or thief/magic-user of one level lower than their magic-user level (follow all normal multi-classing rules), or they can become a bard, ranger, barbarian, druid, assassin, etc. of one level lower than their magic-user level.

Potent Potables (Transmutation)
Level: Magic-User 2
Range: Close (30 feet)
Duration: 1 hour

All liquids within range of the magic-user take on the properties of alcohol for one hour. The liquids still taste the same, and potions still work as advertised, but the imbiber must pass a Fortitude saving throw or become drunk (treat as fatigued, but the player also has to slur their words when the speak and give out a loud, fake hiccup every so often - it's called verisimilitude dude!)

Pussycat! (Transmutation)
Level: Magic-User 5
Range: Close (30 feet)
Duration: 1 minute

When the magic-user yells "pussycat!", the most powerful creature (by number of levels or hit dice) is polymorphed into a normal cat for one minute, and it must pass a Will save or be frightened for the duration of the spell.

Quills of the Porcupine
Level: Druid 3
Range: Personal
Duration: 1 hour

The druid grows quills from his back and the back of his head and arms. When they make a successful bull rush attack, they deal an additional 1d6 points of damage, and creatures that miss them in melee combat must pass a Reflex saving throw or suffer 1 point of damage. The druid's clothing is ruined by this spell, and she cannot cast it while wearing armor.

Sepulchral Power (Transmutation)
Level: Magic-User 5
Range: Personal
Duration: 10 minutes

The magic-user's creature type changes to undead. The magic-user gains darkvision to a range of 60 feet, is no longer affected by spells that affect humanoids (such as charm person), is immune to illusions and mind-affecting effects, poison, sleep effects, paralysis, disease, stunning attacks, and gains a +2 bonus on Fortitude saving throws. They are still affected by death effects, but are now healed by negative energy and damaged by positive energy. Their appearance becomes gray and decayed, and normal humans and men-at-arms must pass a Will saving throw upon seeing them or become frightened for 1d6 rounds. As undead, they are liable to be turned or rebuked (and thus destroyed or controlled) by clerics and other classes with those abilities.

Spikes (Conjuration)
Level: Magic-User 2, Druid 2
Range: Touch
Duration: 1 hour

Armor touched by the spellcaster gains armor spikes, per the normal rules for armor spikes.

Supernumerary (Divination)
Level: Magic-User 2
Range: Close (30 feet)
Duration: Instantaneous

The magic-user instantly ascertains the exact quantity of one type of item within range, for example all the coins in an area by type.

Telecommunication (Conjuration)
Level: Magic-User 2
Range: Touch
Duration: 1 hour

The magic-user turns two cans, glasses, jars, etc. touched into a "telephone". The objects are connected by an ethereal "wire" up to 1 mile long, and essentially work as though they were two tin cans connected by a string. There is some danger connected with this spell. When people communicate through it, they send out vibrations into the ethereal plane, and there is a 5% chance per conversation of attracting the attention of a wandering ethereal filcher.

Whitefoot
Level: Druid 2, Ranger 2
Range: Close (30 feet)
Duration: 1 hour

One creature within range leaves white tracks - as though it stepped in white paint - wherever it goes for one hour. This makes tracking a snap under most conditions.

Sunday, June 15, 2014

Monsters on Parade (Yeah, Another Monster Tome Preview)

I know - been a little while since the last one. But I'm still editing, and I think I can get this bad boy published within the next 30 days. I hope. Anyhow, here's J through M ...

Melting Man illustration by Andrew Shields
Jabberling (CL 2)
Jenglot (CL 5)
Jiang Shi (Hopping Vampire) (CL 5)
Jinnati (CL 5)
Jolly Roger (CL 3)
Kamaitachi (CL 5)
Kelp Mummy (Template)
Kelp Mummy - Kraken (CL 22)
Lady in Grey (CL 7)
Lamashtu (CL 7)
Lightning Bird (Impundulu) (CL 7)
Lout (CL 1)
Melting Man (CL 4)
Metal Monster, Tiny (CL 1)
Metal Monster, Small (CL 2)
Metal Monster, Medium (CL 3)
Metal Monster, Large (CL 5)
Metal Monster - Advanced (CL 11)
Metal Monster - Keeper of the Cones (CL 13)
Metal Monster - Metal Emperor (CL 13)
Metal Monster - Prophet (CL 6)
Mist Monster (CL 13)
Monkey Folk (CL 1)
Moon Folk (CL 5)
Mothman, Lesser (CL 6)
Mothman, Greater (CL 12)
Mottled Documentarian (CL 8)

Sunday, June 8, 2014

The Monsters Keep Coming!

Today, the monsters from E to H ...

Gemini illustration by Andrew Walter
Edimmu (CL 5)
Electric Head (CL 3)
Eloko (CL 4)
Exquisite Corpse (CL 12)
Fire Freak (CL 4)
Fly Man (CL 5)
Flying Head (Kanontsistontie) (CL 10)
Flying Monkey (CL 2)
Forlorn Grey (CL 9)
Fox Fairy (CL 2)
Full-Throated Screamer (CL 7)
Gemini (CL 5)
Geometron - Battle-Prism (CL 6)
Geometron - Death-Cube (CL 4)
Geometron - Hell-Sphere (CL 5)
Golem, Leaf (CL 11)
Gorger (CL 9)
Grim (CL 7)
Hag, Granny (CL 5)
Haunted Armor - Haunted Jazzeraint (CL 5)
Haunted Armor - Haunted Maile (CL 7)
Haunted Armor - Haunted O-Yoroi (CL 8)
Haunted Armor - Haunted Gothic Plate (CL 10)
Headless Horseman (CL 9)
Hideous Hurler (CL 5)
Holy Bones (CL 12)

Also - Bloody Basic - Classic Edition is now up for sale at Lulu.com as a PDF for $4.99 if you want to check it out.

Thursday, June 5, 2014

Quicky Alignment Descriptions

Just a quick thought on describing alignment - popped into my noggin last night while watching F Troop and editing Monster Tome (and no, F Troop did not inspire this notion - just a coincidence).

I tend to think that alignment should be kept pretty vague, and should have a little in-game effect to make it worthwhile. I've covered the "make alignment count" concept in the past, and even worked it into Bloody Basic.

In the interest of keeping alignment descroptions vague, I thought of some extremely quick (one or two word) descriptions of the alignments that can guide a player without tying them down too tightly. Each one sets up a general goal - the direction they should probably be moving - without dictating how they should behave in every single situation they find themselves.

What does each alignment think is best in life?

Lawful Evil = Power
Neutral Evil = Wealth
Chaotic Evil =  Killing

Lawful Good = Virtue (for self and others)
Neutral Good = Charity
Chaotic Good = Happiness (i.e. freedom to pursue)

Lawful Neutral = Organization
Neutral = Self-InterestChaotic Neutral = Anarchy

What of "true neutral" - i.e. balance? Don't ask me. How is an individual supposed to figure out what the multiverse requires to maintain balance. Is the player supposed to take orders from the GM? How about random rolls to determine which alignment is too powerful at the moment, so the true neutral can behave like the opposite alignment for the session? That should go over well ...

Tuesday, June 3, 2014

More Monsters from the Tome

As promised, I continue the list of monsters appearing in the Blood & Treasure Monster Tome. This list includes the D and E monsters in the book.

Pterosaur illustration by Jon Kaufman

Demon Doll (CL 2)
Demon - Lilitu (CL 7)
Demon, Storm (CL 10)
Dhampir (CL 2)
Dinosaur - Ceratopsian (Horned Faces) - Small (CL 3)
Dinosaur - Ceratopsian (Horned Faces) - Medium (CL 5)
Dinosaur - Ceratopsian (Horned Faces) - Large (CL 9)
Dinosaur - Ceratopsian (Horned Faces) - Huge (CL 16)
Dinosaur - Ichthyosaurs (Fish Lizards) - Medium (CL 7)
Dinosaur - Ichthyosaurs (Fish Lizards) - Large (CL 12)
Dinosaur - Ichthyosaurs (Fish Lizards) - Huge (CL 21)
Dinosaur - Mosasaurs (River Lizards) - Large (CL 7)
Dinosaur - Mosasaurs (River Lizards) - Huge (CL 15)
Dinosaur - Ornithopods (Bird Feet) - Medium (CL 4)
Dinosaur - Ornithopods (Bird Feet) - Large (CL 7)
Dinosaur - Ornithopods (Bird Feet) - Huge (CL 14)
Dinosaur - Pachycephalosaurs (Thick Heads) - Medium (CL 4)
Dinosaur - Pachycephalosaurs (Thick Heads) - Large (CL 7)
Dinosaur - Pachycephalosaurs (Thick Heads) - Huge (CL 13)
Dinosaur - Plesiosaurs (Nearly Lizards) - Medium (CL 5)
Dinosaur - Plesiosaurs (Nearly Lizards) - Large (CL 10)
Dinosaur - Plesiosaurs (Nearly Lizards) - Huge (CL 20)
Dinosaur - Pterosaurs (Winged Lizards) - Small (CL 3)
Dinosaur - Pterosaurs (Winged Lizards) - Medium (CL 6)
Dinosaur - Pterosaurs (Winged Lizards) - Large (CL 10)
Dinosaur - Sauropods (Lizard-Footed) - Huge (CL 14)
Dinosaur - Sauropods (Lizard-Footed) - Colossal (CL 26)
Dinosaur - Sphenacodonts (Wedge Tooth) - Medium (CL 4)
Dinosaur - Sphenacodonts (Wedge Tooth) - Large (CL 7)
Dinosaur - Sphenacodonts (Wedge Tooth) - Huge (CL 14)
Dinosaur - Therapods (Beast Feet) - Medium (CL 6)
Dinosaur - Therapods (Beast Feet) - Large (CL 10)
Dinosaur - Therapods (Beast Feet) - Huge (CL 19)
Dinosaur - Therapsid (Arched Skulls) - Medium (CL 5)
Dinosaur - Therapsid (Arched Skulls) - Large (CL 9)
Dinosaur - Therapsid (Arched Skulls) - Huge (CL 16)
Dinosaur - Thyreopherans (Shield Bearers) - Large (CL 9)
Dinosaur - Thyreopherans (Shield Bearers) - Huge (CL 16)
Dragon, Black - Arsenic Dragon (CL 7)
Dragon, Black - Bistre Dragon (CL 9)
Dragon, Black - Charcoal Dragon (CL 8)
Dragon, Black - Liver Dragon (CL 9)
Dragon, Black - Onyx Dragon (CL 8)
Dragon, Black - Taupe Dragon (CL 7)
Dragon, Blue - Azure Dragon (CL 11)
Dragon, Blue - Cerulean Dragon (CL 11)
Dragon, Blue - Glaucus Dragon (CL 10)
Dragon, Blue - Indigo Dragon (CL 12)
Dragon, Blue - Sapphire Dragon (CL 11)
Dragon, Blue - Ultramarine Dragon (CL 12)
Dragon, Green - Beryl Dragon (CL 11)
Dragon, Green - Celadon Dragon (CL 10)
Dragon, Green - Chartreuse Dragon (CL 9)
Dragon, Green - Harlequin Dragon (CL 9)
Dragon, Green - Moss Dragon (CL 11)
Dragon, Green - Viridian Dragon (CL 10)
Dragon, Red - Carnelian Dragon (CL 11)
Dragon, Red - Crimson Dragon (CL 12)
Dragon, Red - Florid Dragon (CL 12)
Dragon, Red - Ginger Dragon (CL 10)
Dragon, Red - Sanguine Dragon (CL 11)
Dragon, Red - Vermilion Dragon (CL 12)
Dragon, White - Achromatic Dragon (CL 6)
Dragon, White - Cinereous Dragon (CL 6)
Dragon, White - Ghastly Dragon (CL 7)
Dragon, White - Isabelline Dragon (CL 8)
Dragon, White - Ivory Dragon (CL 7)
Dragon, White - Pearl Dragon (CL 8)
Dragon Bones (CL 7)
Drakkar (Dragon Man) (CL 2)
Draken (CL 4)
Draken, Two-Headed (CL 5)
Draken, Three-Headed (CL 6)
Dwarf - Barbegazi (CL 2)

Icthyosaur illustration by Jon Kaufman

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