Archive for the ‘ RPG ’ Category

Shang-Chi #42 & Volt

Once upon a time, I owned issue 42 of Marvel’s Master of Kung Fu. Via my Marvel on-line subscription, I’ve read or re-read about half of these remarkable Shang-Chi stories from the 70s. Doug Moench wrote the best of these stories with the help of Paul Gulacy’s astonishing pencils. The cover art shown in this post is by the legendary Gil Kane and Al Milgrom.

Not long after our gaming group got its hands on TSR’s Marvel Super Heroes Roleplaying Game, I created the villainous Volt, who was patterned heavily after Shockwave. I’ve written about Volt here. Here’s Volt designed for Villains and Vigilantes from Monkey House Games. (N.B. That last link is an affiliate link.)

Volt (Real Name Unknown)
Level 5 Villain

Strength 16
Endurance 26
Agility 27
Intelligence 13
Charisma 14

Height 6 ft. 2 in.
Weight 200 lbs.

Basic Hits 4
Hit Point Modifier 7.2
Hit Points 29
Healing Rate 2.8/day

Detect Hidden 10%
Detect Danger 14%

Damage Modifier +3
Accuracy +8

Reaction from Good -1
Reaction from Evil +1

Carrying Capacity 420 lbs.
Basic HTH Damage 1d6+3
Movement Rate 47
Power 74

Training +3 HTH combat accuracy, +2 Lightning Control damage
Inventing Points 6.5

Super Powers

Absorption (Electricity Only)
Heightened Agility A: +11
Heightened Endurance A: +11
Invulnerability (Electricity Only): 17 points
Lightning Control: 52 range, 2d8+2 damage, PR=4.

July 5th, 2021  in RPG No Comments »

The Pineto for S&W and MF

I’m now heading further back in time to 1978’s Gamma World to find a new monster for conversion to both Swords & Wizardry and Mutant Future. Way back in the day, we played Gamma World quite a lot. For a time, it completely replaced AD&D as our game of choice. It remains one of my most favoritest RPGs. This post is not my first foray into Gamma World conversions. Click here for other such posts.

These oddly mutated plants have a horizontal trunk and movable branches, adapted to rapid locomotion. A large clump of roots, and keen visual and olfactory appendages at the base of its trunk vaguely resembles a shaggy horse’s head. It feeds on nutrimental matter, which its tendrils thrust into the trunk cavity where it is absorbed by thousands of tiny rootlets. The pineto takes on moisture much like an animal, by dipping its “head” (root clump) into a stream or pond. Pinetos can be domesticated for riding or work as a beast of burden (carrying up to 800kg on their backs). Control is by a sharp goad stick which is jammed into the pineto, just behind the root clump. (Gamma World 25).

For Swords & Wizardry

Hit Dice: 3
Armor Class: 4 [15]
Attack (Damage): 1 slam (1d6+2)
Move: 18
Save: 14
Alignment: Neutrality
Challenge Level/XP: 3/60
Special: Needles

A pineto is covered with short, sharp needles. It attacks by slamming these needles into its target. A target with an armor class of 7 [12] or better takes half damage from this attack. A rider without a saddle or other suitable protection takes 1 point of damage each round it rides the pineto.

For Mutant Future

Number Encountered: 1 (1d8)
Alignment: Neutral
Movement: 180′ (45′)
Armor Class: 4
Hit Dice: 3
Attacks: 1 (slam)
Damage: 1d6+2
Save: L2
Morale: 7
Hoard Class: None
XP: 110

Mutations: Free Movement, Full Senses, Natural Armor (Plant), Vegetal Weapon (Needles)

A pineto is covered with short, sharp needles. It attacks by slamming these needles into its target. A target with an armor class of 7 or better takes half damage from this attack. A rider without a saddle or other suitable protection takes 1 point of damage each round it rides the pineto.


In other news, if you’ve enjoyed my recent monster posts, you might enjoy these for-sale offerings available via DriveThruRPG. Both are on sale for July at half their normal price. For each PDF, the first link takes you to the product page and the second link applies the discount code to your cart for checkout.

That’s a Goblin!? (Discount Link)

Catch your players off guard with That’s a Goblin!?. This Old School supplement presents 23 goblin mutations, 15 fey goblin abilities, 3 goblin subspecies, and 6 goblin tactical specialties. Mix and match to create scores of different goblins! That’s a Goblin!? also includes Tributary of Terror, a mini-adventure taking place within Reyr’s Well, a detailed fantasy hamlet suitable for just about any campaign world.

Terrors of the Toxic Waste (Discount Link)

Terrors of the Toxic Waste presents 21 new mutant foes, hazards, and NPCs – from the psychotic killdren to the benevolent Yozuvchi of the Endless Tales – all ready to add more danger and excitement to your post-apocalyptic world.

July 4th, 2021  in RPG No Comments »

The Boalisk for S&W and MF

Time for another old AD&D favorite re-imagined for Swords & Wizardry and Mutant Future!

According to a few gaming sites, the boalisk appeared first in one of my favorite modules: The Lost Caverns of Tsojcanth. I can’t find my copy of that module, and I don’t remember the boalisk being part of it, but my memory could be wrong. Regardless from where, the boalisk slithered its way into AD&D’s Monster Manual II in 1983.

The boalisk, a variety of tropical snake, is nearly identical to the constrictor snake (q.v.) in all respects, and it has a gaze attack. Those who fall victim to the boalisk’s gaze attack contract a rotting disease. In tropical climes, constrictors encountered may be accompanied by boalisks (25%), and vice versa (Monster Manual II 71).

For Swords & Wizardry

Hit Dice: 5+1
Armor Class: 5 [14]
Attack (Damage): 1 bite (1d3)
Move: 12
Save: 12
Alignment: Neutrality
Challenge Level/XP: 7/600
Special: Constriction, gaze causes rotting disease

If a boalisk’s bite hits, its coils automatically wrap about its victim, causing 1d6+1 points of constriction damage per round thereafter, but a boalisk can constrict only one target a time. The boalisk gazes each round. A surprised target meets the boalisk’s gaze automatically and gets no saving throw. Otherwise, a creature who meets the boalisk’s gaze must make a saving throw to avoid affliction with a rotting disease. This disease prevents magical healing and causes wounds to heal at one-tenth the normal rate. A Cure Disease increases healing to one-half normal rate, but only a Remove Curse completely cures a victim of the boalisk’s rotting disease. A boalisk’s gaze does not affect others of its kind, including normal constrictor snakes.

For Mutant Future

Number Encountered: 1d3 (1d3)
Alignment: Neutral
Movement: 120′ (40′)
Armor Class: 5
Hit Dice: 5+1
Attacks: 2 (bite, constrict)
Damage: 1d3+1/1d6+1
Save: L3
Morale: 8
Hoard Class: VI
XP: 660

Mutations: Gigantism, Unique (Disease Gaze)

A boalisk’s first attack is its bite. If the bite hits, the boalisk constricts its victim for an additional 1d6+1 damage. Constriction damage continues on subsequent rounds. A creature that meets a boalisk’s gaze must make a saving throw versus poison or contract a rotting disease. This disease’s infection duration, affected stats, and damage per day are identical to flesh-eating bacteria (Mutant Future 48).

July 3rd, 2021  in RPG No Comments »

The Grippli for S&W and MF

So, it seems there’s a lot of internet drama about a certain game company and certain people associated with that game company who’ve done and said Bad Things. Since social media’s main function is to encourage gossip and conclusion jumping in order to drive up ad revenue for Very Rich People, many gamers are gossiping and griping and leaping from one place to another. I made the mistake of wandering into a social media thread complaining about the ubiquity of this gossip, griping, and leaping, and about how such things have taken over the content of at least one social media subgroup.

Two thoughts wandered into my head as I read the often stupefying comments:

  1. There’s no good reason to read any of this.
  2. Social media content of This versus That is a ratio. Tired of That? Then post some of This.

It’s been a while since I posted anything related to either frogs, Swords & Wizardy, or Mutant Future. Regarding the first topic, it appears I like posting about frogs. Here’s a froggy-themed index of previous posts:

OSR Games

The Anuran Antres of the Sinister Salientians

Firefrog

Frog Wraiths

Giant Heliotrope Frog

Hypnotoad

Kung Frogman

Lesser Servants of Wastri

Mutant Frogs

Savage Worlds

Bullywugs

Wastri & Minions for 5E

Killer Frog

Hopefuls & Skewers

Priest of Wastri

Wastri the Hopping Prophet

And now for an old monster made new again for two of my favorite OSR systems, I summon forth the grippli from AD&D’s Monster Manual II, published way back in 1983:

The grippli resemble small, intelligent, humanoid tree frogs. They eat insects and fruit. Grippli hands and feet are adapted for easy movement through tree branches. They have 700-year life spans and produce few offspring. Grippli live in swamps and rain forests. Their gray-green skin gives them natural camouflage…. Grippli are not warlike. They love bright colors and have been known to make raids to steal bright colored clothing for their huts. They defend themselves with snares, nets, poisoned darts and bolts, and occasionally a sword or dagger. Grippli see equally well during the day and night, but they cannot see in total darkness. A grippli lair is built on the ground and consists of mud and wood huts (Monster Manual II 71).

For Swords & Wizardry

Hit Dice: 1+1 (2+2 for guards, 3+3 for tribe mother)
Armor Class: 9 [11] (8 [12] for guards, 7 [13] for tribe mother)
Attack (Damage): Weapon
Move: 9/15 swimming
Save: 17, 16, or 14
Alignment: Neutrality
Challenge Level/XP: 1 HD (2/30), guards (3/60), tribe mother (5/240)
Special: Surprise on 1-4

A tribe mother leads a grippli lair. A tribe mother is immune to poison. Once per day, she can emit a noxious cloud of musk. The cloud spreads to a 20-foot radius around the tribe mother. Grippli within the cloud become fiercely inspired, gaining a +1 bonus on to-hit rolls for 1d4+1 rounds. Other creatures caught in the cloud must make a saving throw to avoid being rendered helpless for 1d4+1 rounds due to nausea. Those who make the saving throw are helpless for as long as they remain in the cloud plus one more round. The cloud lasts for three rounds unless dispersed by strong winds.

A tribe mother has 1d3 guards who also serve as her mates. These guards have a +1 damage bonus due to the size and strength.

For Mutant Future

Number Encountered: 1d10 (5d6)
Alignment: Neutral
Movement: 90′ (30′), Fly 150′ (50′)
Armor Class: 8 (7 for guards, 6 for tribe mother)
Hit Dice: 3 (5 for guards, 7 for tribe mother)
Attacks: 1 (weapon)
Damage: weapon
Save: L3 (L4 for guards, L5 for tribe mother)
Morale: 7
Hoard Class: XIII
XP: 80 (500 for guards, 1490 for tribe mother)

Mutations: Chameleon Epidermis, Night Vision

A guard has a +1 modifier on to-hit and damage rolls due to his greater strength. A tribe mother is immune to poison. Once per day, she may release a toxic cloud that fills a 20-foot radius with Class 10 poison. Grippli are not only immune to the cloud, but the musk grants them a +1 to-hit bonus due to increased aggression. These effects last for 1d6 rounds.

July 2nd, 2021  in RPG No Comments »

Goblin Subraces

With the publication of Volo’s Guide to Monsters (VG), new rules introduced 5E D&D players to monstrous character options, specifically bugbears, goblins, hobgoblins, kobolds, orcs, and yuan-ti purebloods. Other character options included in VG include aasimar, firbolgs, goliaths, kenku, lizardfolk, tabaxi, and tritons. For whatever reason, only aasimar have subraces, a lack-of-feature shared by dragonborn, half-elves, half-orcs, humans, and tieflings.

Turning away from 5E D&D to Warhammer Fantasy Battles, we find different types of goblins, three of which I’ve developed into 5E-style subraces for goblins. First, however, I need to tweak VG’s goblin traits just a bit:

Ability Score Increase. Your Dexterity score increases by 2.

The other goblin traits listed in VG remain unchanged. This trait is added:

Subrace. Three subraces of goblin exist: forest goblins, hill goblins, and night goblins. Choose one of them for your character.

Forest Goblin

Forest goblins live in wild woods, especially rain forests in any clime. They dwell in burrows excavated among the roots of ancient trees as well as in crude tree forts high above the forest floor. These goblinoids have little skill in most crafts. Their tools tend to be made from wood, leather, bone, and vine. Forest goblins seem to know nothing of metal working, although they may make use of metal tools taken from more civilized trespassers who venture into forest goblin territory unprepared for the goblins’ traps, ambuscades, and poison-tipped darts.

Ability Score Increase. Your Strength score increases by 1.

Forest Goblin Resilience. You have advantage on saving throws against poison used by beasts, fey, monstrosities, and plants, and you have resistance against poison damage from those same sources.

Tree-Borne. Whenever you make a Strength (Athletics) check for climbing or jumping, you are considered proficient in the Athletics skill, and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Hill Goblin

Stocky and hardy, hill goblins have burly builds, their arms somewhat longer than their legs. They dwell in rocky hills and caves, often mining the latter for ore and precious stones. Hill goblins are somewhat less war-like than other goblins, but they defend their territories with alarming savagery.

Ability Score Increase. Your Constitution score increases by 1.

Cave-Borne. Whenever you make a Wisdom (Perception) check while in hills or caves, you are considered proficient in the Perception skill, and you add double your proficiency bonus to the check, instead of your normal proficiency bonus. Also, when you make a Dexterity saving throw against a trap or hazard involving stonework or rocks, you are considered proficient in Dexterity saving throws, and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Night Goblin

Night goblins rarely venture far from their subterranean homes, and even then sally forth only during the most overcast days or at night. Secretive and vicious, night goblins pay homage to horrid deities and fiends who demand blood sacrifices, especially of sentient creatures. Owing to their preferred environs and horrid practices, night goblin adventurers are rare.

Ability Score Increase. Your Charisma score increases by 1.

Improved Darkvision. Your darkvision has a radius of 90 feet.

Light Sensitivity. While in sunlight, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Night Goblin Magic. You can imbue a single weapon attack with dark magic as a bonus action. This changes the weapon’s damage type to poison. You can use this ability once and regain the ability to use it when you finish a short or long rest. When you reach 3rd level, you can cast expeditious retreat once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast levitate once with this trait and regain the ability to do so when you finish a long rest.

June 30th, 2021  in RPG No Comments »