Archive for the ‘ RPG ’ Category

The Elemental Hammer

Merry Christmas!

Today’s gift from me to you is a new magic item created For Gold & Glory and presented in glorious black and white in another picture from Aegis Studios. Once more, the artist is Jack Badashski, and the picture comes from Necrobyss Stock Art #1. (Nota Bene: Those are affiliate links.)

Elemental Hammer (XP: 750)

Crafted by the Dwarven Elementalsmiths of Feldspar, an elemental hammer is a stout warhammer linked by a flexible tube to a metal container carried on the back like a backpack. Runes of elemental binding decorate the container, which holds the essence of an elemental. The warhammer and container each way six pounds.

The warhammer is a +1 weapon, and its container holds elemental power. Roll 1d4: air (1), earth (2), fire (3), or water (4). The type of elemental essence within the container grants the warhammer further powers as long as the weapon remains connected to the container by its tube.

Air: The weapon has a +3 to hit and damage bonus against elemental earth creatures. Once per day upon command, the warhammer unleashes a gust of wind, as if cast by a 6th-level wizard.

Earth: The weapon has a +3 to hit and damage bonus against elemental air creatures. Once per day upon command, the warhammer projects minute meteors, as if cast by a 6th-level wizard.

Fire: The weapon has a +3 to hit and damage bonus against elemental water creatures. Once per day upon command, the warhammer casts flame arrow, as if cast by a 6th-level wizard.

Water: The weapon has a +3 to hit and damage bonus against elemental fire creatures. Once per day upon command, the warhammer casts water breathing, as if cast by a 6th-level wizard.

An attacker can target the tube connecting the warhammer to the container with an edged melee weapon. This requires an attack roll with a -4 penalty. If the tube is severed, the elemental essence within the container is harmlessly released. The warhammer itself remains a +1 weapon, but it loses its other magic properties.

December 28th, 2020  in RPG No Comments »

For Gold & Glory

Merry Christmas!

A few weeks ago I asked the Interwebz if there were any retro-clones of 2E AD&D. After weeding through the answers that didn’t go with my question, I discovered For Gold & Glory (FG&G hereafter) from God Emperor Games. I downloaded the PDF for the most reasonable price of $0. I’ve not given it a detailed read yet, but I like what I’ve skimmed.

FG&G is recognizably 2E AD&D, but it’s been streamlined, condensed a bit, and clarified. If your curious, click over via the link above. (Nota Bene: That link is an affiliate link.) There’s a 20-page preview available. The rules cover character creation and advancement, combat (including THAC0), skills (the FG&G term for proficiencies), and other player topics.

There are also sections for the DM covering magic items and monsters. The bestiary starts with aerial servant and ends with zombie. Along the way, you meet some familiar faces with new names: the corpse ravager (carrion crawler), gazer (beholder), and tunnel lurk (umber hulk). The PDF comes in at 384 pages from virtual cover to virtual cover with art drawn from public domain sources, mostly paintings that one might find hanging in museums.

If I were to start up a 2E AD&D campaign, each player having a copy of FG&G would suffice quite well. One can get the PDF and a black-and-white softcover book for about $11, or $15 for the hardcover. That’s a good price. Books with color art cost more, of course, depending on whether the color is standard or premium (whatever that means).

From what I’ve read, FG&G conforms so closely to 2E AD&D that all of my 2E AD&D stuff would work quite well with FG&G without modification. Since 2E AD&D was pretty close to 1E AD&D, that opens up a lot more of my old stuff for use as well.

I opened up another drawer in that virtual treasure chest of stock art from Aegis Studios that I purchased. Today’s monster is written up for FG&G with another piece of art by Jack Badashski, found in Necrobyss Stock Art #1. (Nota Bene: That’s also an affiliate link.)

Xinjirow

Climate/Terrain: Tropical land
Frequency: Rare
Number Appearing: 2d4
Organization: Nest
Activity Cycle: Night
Intelligence: 3-5
Treasure: B
Alignment: Neutral evil

Armor Class: 2 body, 7 eye
Movement: 9, burrow 6
Hit Dice: 8 (36 hp)
THACO: 11
Attack: 3 claws 2d6
Saving Throws: Fighter 8
Special Traits: Eye blast, surprise
Magic Resistance: None
Size: Huge (about 20′ long)
Morale: 12
Experience: 2,000

With its chitinous plates, spines, three segmented appendages ending in bony claws, and single massive eye, the xinjirow looks as if it squirmed from a nightmare into the waking world. The xinjirow burrows through the rich soil of tropical lands, using its spines to detect vibrations as well as to push it through the earth. When it detects possible prey, the xinjirow bursts from the ground and attacks.

Xinjirows live in subterranean nests. They drag unconscious or dead prey back to the nest in order to feed in the dark. The xinjirow has infravision with a range of 60 feet.

Combat: Xinjirows are intelligent enough to coordinate their attacks. When ambushing prey, the xinjirow imposes a -5 penalty to their foes’ surprise rolls. This monster burrows even through solid stone. It moves through soft earth at a movement rate of 6. Solid stone slows the xinjirow to half its burrow speed.

It attacks with its bony claws, but its first attack is with its fearsome eyeblast, which is 5′ wide and up to 100′ long. The searing heat of the eyeblast inflicts 6d8+6 points of damage, but a creature may save versus breath weapon to take half damage.

The xinjirow’s single eye can be targeted separately from its body, and the eye has 4d8 hit points. Damage inflicted to the eye does not count toward the damage needed to kill the xinjirow.

December 27th, 2020  in RPG No Comments »

The Tomte

This Christmas Eve, don’t forget the tomte’s bowl of porridge topped with a buttery pat.

Tomte

This fey creature appears as an elderly man the size of a young child. It wears simple albeit often brightly colored clothing. One seldom encounters a tomte, and this encounter most often occurs on or near a farm or perhaps in a barn or livestock pen.

A farmer who believes a tomte resides on his property enjoys a mixed blessing. If the tomte is treated well, it helps protect the farm and its creatures from harm. Unfortunately, the tomte has a short temper and is easily offended. An angry tomte may pull pranks on the farm’s residents, break farm equipment, or even harm livestock.

Small fey, neutral

Armor Class 12 (16 with barkskin)
Hit Points 18 (4d6+4)
Speed 25 ft.

STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 11 (+0), WIS 13 (+1), CHA 12 (+1)

Saving Throws STR +5
Skills Athletics +5, Perception +3, Stealth +4
Damage Immunities cold
Condition Immunities charmed
Senses passive Perception 13
Languages Common, Sylvan
Challenge 1 (200 XP)

Great Strength. The tomte possesses supernatural strength. It counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. The tomte makes Strength checks and Strength saving throws with advantage.

Innate Spellcasting. The tomte’s innate spellcasting ability is Charisma (spell save DC 11). The tomte can innately cast the following spells, requiring no components:

At will: barkskin, druidcraft, light, mending, shillelagh, speak with animals
3/day each: animal friendship, cure wounds, expeditious retreat, silent image
2/day each: animal messenger, enlarge/reduce (self only), invisibility
1/day each: bestow curse, plant growth

Actions

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, or 7 (1d8+3) bludgeoning with shillelagh

December 24th, 2020  in RPG No Comments »

Trouble in Schuhdorf!

So, I’m on holiday until a bit after the new year. At least for now, I’m pretty much done with my Tanelorn Keep Player’s Guide. I’m thinking about starting up a meet-online game to run some players through some of the dangers of the Tanelorn Keep’s environs. Not sure I really have the time for that, so I must mull.

Whilst shifting some of the debris in my library, I stumbled across a few maps I drew on index cards. For example, see the shoe map to the right of this paragraph. I like my shoe map. It’s not great art, to be sure, but it makes me giggle a little, and that can’t be a bad thing. The original shoe map did not include location numbers. The one to the right does.

“Why?” you ask.

Well, when I’m not working on curriculum maps or gracing the family with my presence, I’m working on a short 5E D&D adventure titled The Lady in the Shoe. When done, it’ll be intended for five 2nd-level heroes, but I’ll include notes about how to scale it for weaker or stronger parties.

“So, what’s it about?” you ask.

Well, not to give too much away, but the adventure starts when the heroes return to Schuhdorf to discover that a beautiful but cruel woman has polymorphed the village’s key leaders into goats and flew away with them in a giant shoe. To make matters worse, later that same night eerie music lured several children away from their beds and into Flussenke, the nearby wooded river valley.

Schuhdorf stands in dire straits. Their spiritual leader is a kidnapped goat. The knight who oversees the village’s defenses is a kidnapped goat. Several children have vanished into the woods. Now is the time for heroes!

I hope to have the adventure ready before this coming weekend ends.

December 22nd, 2020  in RPG No Comments »

Western Lands Pantheons

In my Tanelorn Keep Player’s Guide, I briefly describe five different pantheons common to the Western Lands. These pantheons each make their own ontological and theological claims. Side by side, these claims contradict each other, but few persons living in the Western Lands seem to care much about those contradictions.

The observant reader notices a couple of interesting facts about the available cleric spheres. One is that no deity grants major access to the Necromantic sphere. Raise dead, reincarnate, and resurrection are the stuff of legends in the Western Lands. The second fact is that no deity grants access to the Astral sphere at all. Planar travel is not impossible, but it is almost always the province of wizards.

Moradin Forge-Lord

Moradin Forge-Lord is the creator and chief deity of the dwarves. Almost all of his clerics are dwarves, although a smattering of humans and halflings pay homage to Moradin. Most of Moradin’s clerics are lawful good. Smaller numbers of them are neutral good or lawful neutral.

Ability Score Requirements: Con 13, Wis 9
NWP Requirements: Read/Write Dwarven, Speak Dwarven
Major Spheres: All, Combat, Creation, Elemental (earth and fire), Guardian, Healing, Protection
Minor Spheres: Charm, Divination, Elemental (air and water), Necromantic, Summoning
Weapons Allowed: Bludgeoning weapons plus battle axe, light crossbow, and arquebus

Granted Powers

Earth Sense: Information from your dwarven mining skills may simply spring to mind unbidden. When rolling 1d6 to determine success, add 1 to the roll, which means you are less likely to succeed. This does not apply to determining approximately depth underground, which still requires deliberate effort, but succeeds 4 times in 6 (see PH 21 for more information).

Smite Enemies: Once per day per cleric level, you may smite an orc, half-orc, goblin, ogre, troll, ogre mage, giant, or titan. Add one-half your cleric level (round up) to your attack roll. Add your cleric level to your damage roll if your attack succeeds.

Twin Hammers: You may simultaneously wield two warhammers in melee combat. You incur half the normal penalties for attacking with two weapons when using Twin Hammers (PH 96).

Deep Sashelas

Deep Sashelas is the creator and chief deity of the elves. Almost all of his clerics are elves, although a smattering of humans and halflings pay homage to Deep Sashelas. Many of Deep Sashelas’s priest are chaotic good, but substantial numbers of them are neutral good or chaotic neutral.

Ability Score Requirements: Dex 13, Wis 9
NWP Requirements: Read/Write Elven, Speak Elven
Major Spheres: All, Charm, Divination, Elemental (air and water), Healing, Protection, Sun, Weather
Minor Spheres: Animal, Creation, Elemental (earth and fire), Guardian, Necromantic, Summoning
Weapons Allowed: Bludgeoning weapons plus long sword, short sword, longbow, and shortbow

Granted Powers

Blood Frenzy: When you injure a living enemy with a successful weapon attack, you get a +2 bonus to your next attack roll against that enemy. This granted power does not function against targets that do not bleed.

Sailor’s Lore: You get a +1 check modifier to NWP related to water or shipboard life.

Water’s Embrace: When you become submerged in water, you immediately become affected by water breathing with a duration equal to one melee round per priest level.

Baravar Cloakshadow

Baravar Cloakshadow created the gnomes. Druids form the core of Baravar’s clergy. Except for the granted power described below, Baravar’s druids conform to the rules found in the PH, pages 35-38.

Granted Powers

Baravar’s Veil: Baravar’s druids do not receive a +2 bonus to all saving throws versus fire and electrical attacks. Baravar gifts his druids with the power to cast illusion/phantasm spells found on the wizard spell lists. Treat this ability as if your druid has minor access to an Illusion sphere, meaning your druid can cast illusion/phantasm wizard spells that are no higher than 3rd level.

The Nornir

The Nornir are three goddesses who control the forces of fate. They are served by druids, almost all of them human. Except as noted below, the Nornir’s druids follow the normal rules for that class.

Spells Allowed: Your druid serving the Nornir has All, Animal, Divination, Elemental, Healing, and Plant as major spheres. He has Weather as a minor sphere.

Via Lux

The Via Lux, the Way of Light, is the religion brought to the Western Lands by halfling tribes fleeing the collapse of civilization in the distant east. The leaders of the Via Lux are clerics who conform to that class’s description (PH 33-34) except as noted below. Unlike the other pantheons, the Via Lux welcomes all, regardless of race. Among its clergy can be found all of the PC races, although halflings and humans are the most common. Most clerics of the Via Lux are neutral good, but chaotic good and lawful good clerics are found among the Divine Light’s ranks.

Spells Allowed: A Via Lux cleric has no access to the Astral sphere. He has minor access to the Animal, Charm, Elemental, Necromantic, and Plant spheres. He has major access to the remaining spheres: All, Combat, Creation, Divination, Guardian, Healing, Protection, Summoning, Sun, and Weather.

December 21st, 2020  in RPG No Comments »