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Tuesday Terror: The Bearboar

Last week, I ripped a headline from current events to create a new AD&D monster. For this week’s Tuesday Terror, that same headline gets the 5E treatment.

“Everybody died,” the scientist claims. The grizzly boar charged through the grounds and impaled the rich hunters, one after the other, on its sharp tusks. Though it was shot a few times, the creature seemed to have no problem absorbing bullets.

Scientists performing mad experiments in genetic engineering are the equivalent of the insane wizard who created the first owlbear. The bearboar is the result of some mad experiment by an insane wizard. It combines the form and features of a cave bear and a giant boar. Although omnivorous, the bearboar prefers a diet of meat. It has excellent hearing and smell but rather poor eyesight.

Bearboar
Large monstrosity, neutral evil

Armor Class 14 (natural armor)
Hit Points 84 (8d10+40)
Speed 30 ft.

STR 19 (+4), DEX 10 (+0), CON 20 (+5), INT 4 (-3), WIS 11 (+0), CHA 7 (-2)

Damage Resistances bludgeoning and slashing from nonmagical attacks; piercing from magical attacks
Damage Immunities piercing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)

Charge. If the bearboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Deadly Claws. The bearboar’s claws score a critical hit on a roll of 18-20.

Keen Hearing and Smell. The bearboar has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Poor Eyesight. The bearboar has disadvantage on Wisdom (Perception) checks that rely sight.

Relentless (Recharges after a Short or Long Rest). If the bearboar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The bearboar makes three attacks: two with its claws and one with its tusks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

May 21st, 2019  in RPG No Comments »

ThursdAD&D: The Bearboar

“Everybody died,” the scientist claims. The grizzly boar charged through the grounds and impaled the rich hunters, one after the other, on its sharp tusks. Though it was shot a few times, the creature seemed to have no problem absorbing bullets.

Scientists performing mad experiments in genetic engineering are the equivalent of the insane wizard who created the first owlbear.

Bearboar
Frequency: Uncommon
No. Appearing: 2-6
Armor Class: 6
Move: 12″
Hit Dice: 7+5
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-8/1-8/3-18
Special Attacks: Hugs for 2-16
Special Defenses: +1 or better weapon to hit
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral
Size: L (8′ at shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/1,000 + 10/hp

The bearboar is the result of some mad experiment by an insane wizard. It combines the form and features of a cave bear and a giant boar. Although omnivorous, the bearboar prefers a diet of meat. It has excellent hearing and smell but rather poor eyesight. If a bearboar scores a paw hit with an 18 or better, it also hugs for 2-16 points of additional damage. Due to its exceptional ferocity and stamina, the bearboar will continue to fight for 1-4 melee rounds after reach 0 to -9 hit points. At -10 or greater damage, it is killed immediately.

If 3 or more bearboars are encountered, there is only a 25% chance that there will be young numbered from 1-4 of the total herd. These young will have 2-6 hit dice, and their attacks inflict less damage:

2 HD: 1-4 (gore only); hit by normal weapons
3 HD: 1-3/1-3/2-5; takes -2 damage from nonmagical weapons
4 HD: 1-4/1-4/2-7; takes -1 damage from nonmagical weapons
5 HD: 2-5/2-5/2-8; takes half-damage from nonmagical weapons
6 HD: 1-6/1-6/3-12; +1 or better weapon to hit

May 16th, 2019  in RPG No Comments »

Savage Wednesday: Johnny Appleseed

Johnny Appleseed (Wild Card)

Johnny is an eccentric entrepreneur. He travels the country, usually on foot, pretending to be an impoverished vagrant. In truth, he is quite wealthy. Kind-hearted, pious, and generous, Johnny uses his skills and uncanny powers to help others. He is not a man of violence, however, preferring to overcome hostility with his wits and words.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d10
Skills: Gambling d6, Healing d8, Knowledge (horticulture) d10, Persuasion d10, Repair d8, Survival d10, Swimming d6, Tracking d6
Charisma: +2
Pace: 6
Parry: 2
Toughness: 7
Special Abilities:

Animal Lover: Johnny can speak with animals. Animals won’t attack Johnny unless he attacks them first.

Elan: When Johnny spends a Bennie on a Trait roll, add +2 to the total.

Pacifist: Johnny is a pacifist. He won’t fight living creatures.

Plant Control: Johnny can control plants. He has 20 Power Points that he can spend on the Barrier and Entangle powers.

May 15th, 2019  in RPG No Comments »

ThursdAD&D: Bunny, Ho!

No prog rock inspired post today. (Aside: I skimmed through Rolling Stone‘s top 50 list of greatest prog rock albums of all time. Not a single Moody Blues album was on the list. Absurdity!)

It’s nearly Easter (by the Western method of figuring out the date). Much like (but less so than) during the Christmas season, Internet wags waggle their fingers across keyboards to explain the “true origins” of Easter and its associated bunnies, eggs, et cetera. One of the more popular “true origins” explains that “Easter” derives from “Ishtar”, who, of course, was celebrated with eggs and rabbits. It’s all sorts of whacky fun that only seems plausible if one ignores some major things, such as reality.

But I digress.

Per Folmer, a wonderful artist whose work can be seen by clicking here, shared the picture below via MeWe. After a brief chat, he generously gave me permission to feature the bunny-rider for today’s post.

So, with no more blather: Bunny, ho!

Jättekanin
Frequency: Rare
No. Appearing: 1-4
Armor Class: 5
Move: 15″
Hit Dice: 3+3
% in Lair: 15%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 2-5
Special Attacks: Nil
Special Defenses: Retreating kick
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral
Size: M (3′ at shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/85 + 4/hp

The jättekanin is a rabbit of unusual size and courage. While not aggressive, the jättekanin is a fierce fighter if threatened or cornered. It can spring upwards 15′ or ahead at least 20′ to attack, raking and kicking with its blunt claws and sharp incisors. When retreating, the jättekanin can kick backwards with its hind legs, making two melee attacks that inflict 2-5 hit points damage for each that hits.

If encountered in its lair, there is a 50% chance that there will be 2-8 bunnies (1-2 hit dice, 1-2/1-3 damage/attack). These young are worth from 100 to 200 gold pieces on the market as they can be tamed and trained. Gnomes and some faeries train jättekanins, using them as pets, mounts, and guards. A jättekanin can bear up to 1250 gold pieces in weight, but it is considered encumbered if carrying more 625 gold pieces in weight.

The jättekanin does not speak, but it can understand the languages of gnomes and faerie creatures.

Äggkrigare
Frequency: Very rare
No. Appearing: 1-4
Armor Class: 6
Move: 9″
Hit Dice: 1+1
% in Lair: 20%
Treasure Type: C
No. of Attacks: 1
Damage/Attack: By weapon type
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 25%
Intelligence: Very
Alignment: Neutral good
Size: S (2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/126 + 2/hp

The äggkrigare is a faerie creature found meadows and forests. Exuberant but bellicose, the äggkrigare loves games of chance and athletics as much as it hates any sort of evil. In combat, the äggkrigare fights with small sword and bow (equal to a dagger and short bows, respectively). In its natural habitat, the äggkrigare moves with great stealth. It is effectively invisible until it attacks, and it surprises others on a 1-4 (in 6).

The äggkrigare’s most effective weapons are the magic eggs it carries in a basket. When encountered, the äggkrigare has 3-6 such eggs. The äggkrigare can throw an egg as its attack. Treat the egg as a grenade-like missile with a 3″ short range, a 6″ medium range, and a 9″ long range. The egg’s effect is determined by rolling 1d8:

1-2: entangle
3-4: scare
5-6: pyrotechnics
7: sleep
8: slow

The äggkrigare speaks its own language as well as one or two other languages common to the area in which it lives.

April 18th, 2019  in RPG No Comments »

Savage Wednesday: Kids vs. Bullywug

When I last posted about our The Kids’ Game campaign using Savage Worlds Deluxe Edition, I explained how fantasy heroes Foxglove, Dark Halo, and Haldir aren’t really Foxglove, Dark Halo, and Haldir. They’re really rather ordinary middle school students from Miami, Florida, who have found themselves thrust into a strange fantasy world in which they become heroic members of the Guard.

In our two most recent sessions, the kids returned to Miami, arriving at the school playground just a few hours after they were transported to the fantasic world of Aysle. There they met Carlos (played by guest star Alex). The kids evaded the police, who were looking for the allegedly missing children. Bit by bit, the kids pieced together what had happened since the strange attack on Old Man Sutherland’s home.

According to the news, Sutherland was in the hospital in serious but stable condition. He was being watched by the police, and was accused of being some sort of money launderer for a drug cartel. The attack on his home was perpetrated by drug dealers. The children were wanted for questioning as witnesses. The children also heard about a homeless man killed in a state beach park. Supposedly he’d been killed by an alligator, but the children recognized his picture: He was the spitting image of the corrupt constable from Aysle.

During the two sessions over which events played out, Mario outsmarted a police detective during an interrogation as Mario’s house. Mario also deduced that the detective knew details about the attack on Sutherland’s home that only someone who was there would know. The other kids, with the help of Carlos’s mother, determined that some sort of frog-spirit was responsible for the homeless man’s death.

The kids went to the park, meeting up with Carlos’s uncle and his motorcycle gang. The kids partied a bit, and Ganke decided he really wanted to be a biker. The kids also found the stone tip from a crude spear, which, thanks to strange “bleed over” from their Aysle personae, they recognized as belonging to a bullywug hunter.

Somehow a monster from Aysle got sucked into Miami’s reality when the children returned.

The kids returned to the park at night. They did battle with a pack of killer frogs, and then hopped on their bikes and pedalled like crazy when the bullywug hunter and more killer frogs showed up. In the high speed chase-slash-fight, the kids defeated the frogs and killed the bullywug.

The session ended with the kids studying Sutherland’s home-made rulebook more closely. They learned that there are several different realms. In each realm, evil forces seek dominance with the ultimate goal of gaining sufficient power to invade Earth by means of interdimensional bridges. The key to these bridges? Something called the Possibility Chalice. The next clue to the Chalice’s location seems to be in the two-fisted, pulp realm of the Nile Empire.

And so the kids sat down to make up new characters in order to jump to a new universe.

Bullywug Hunter (Wild Card)

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Stealth d6, Throwing d6
Pace: 6
Parry: 5
Toughness: 5
Special Abilities:

Javelin: STR + d6.

Amphibious: Breathe air and water. Pace 8 in water.

Frog Commander: May share Bennies with amphibians under its command.

Jump: Leap 1d6″ to gain +2 to attack and damage.


I’m back to selling a few gaming items via ebay. If you’re interested, check these out, and maybe even put in a bid.

Heroes of Olympus: A Task Force Role Playing Game was published as a boxed set in 1981. Conceived and written by B. Dennis “Chariot of” Sustare, this unusual game combines fantasy roleplaying in mythical Greece with squad level wargaming action. This game was (at least) almost unique among roleplaying games of the time.

I wrote Path of Legend for the Dawnforge: Crucible of Legend campaign setting published by Fantasy Flight Games using the d20 System. This adventure was designed to introduce players to Dawnforge. According to the front cover, it is a “Legendary Quest in the World of Dawnforge”. According to the back cover, “The adventure leads new heroes from 1st to 5th level, and also offers them the chance to earn their first legend point. The adventure provides a compelling mix of location and event-based encounters, and rewards roleplaying and puzzle-solving as well as combat.”

April 17th, 2019  in RPG No Comments »