Archive for May, 2019

Savage Wednesday: Whoosh!

The Kids’ Game campaign using Savage Worlds Deluxe Explorer’s Edition is on a brief hiatus. Last Saturday would have been our next session, but folks were out of town or otherwise unavailable. This is probably a good thing. The next session looks to be a bit, well, busy. The kids in the forms of their pulp hero characters are holed up in Watusi, a small African town at the edge of Leopard Man territory. Pharaoh Doctor Mobius has a detachment of stormtroopers moving toward the fabled Temple of Tears, presumably to ambush the heroes when they show up with the Tiles bearing the secrets to finding the Chalice of Possibilities.

Realizing forewarned is forearmed, the heroes beat the streets and broke into some offices to gather intelligence. One of Mobius’s lieutenants, the inscrutable and deadly Wu Han, is en route via airship with more stormtroopers. Elements of the Resistance have allied themselves with the heroes while collaborators make ready to welcome Wu Han. In short, the heroes sit on a powder keg of potential insurrection. Hundreds of lives hang in the balance.

Like I said: busy. On the plus side, the next session presents a great opportunity to test out the Allies and Mass Battles rules, so I got that going for me.

And now, for no particular reason, the first monster in the AD&D Monster Manual. (Nota Bene: The links above are affiliate links.)

Aerial Servant

The aerial servant is a semi-intelligent form of an air elemental, typically encountered only due to conjuration by a cleric.

Attributes: Agility d10, Smarts d4, Spirit d8, Strength d12+2, Vigor d8
Skills: Fighting d10, Notice d10
Charisma:
Pace:
Parry: 7
Toughness: 9
Special Abilities:

Elemental: An aerial servant takes no additional damage from called shots. It is Fearless, and immune to disease and poison.

Flight: An aerial servant flies at a rate of 12″ with a Climb of 3. It may not run.

Ethereal: An aerial servant cannot be harmed by nonmagical attacks.

Invisibility: An aerial servant is naturally invisible. Its presence can be detected due to disturbances in the air. A character may detect an aerial servant with a Notice roll at -4. Once detected, an aerial servant may be attacked, but with a -4.

Size +3: An aerial servant is about 8 feet tall.

Slam: STR+d6.

May 29th, 2019  in RPG No Comments »

Tuesday Terror: Gravity

Gravity comes in five degrees: normal, low, high, zero, and relative.

Normal Gravity: This what probably everyone reading this is used to. (I guess it’s possible an astronaut might read this post.) Normal gravity is, well, normal. It neither grants any benefits nor does it impose any hindrances.

Low Gravity: Low gravity is gravity that is lower than normal. Of course, mass doesn’t change, but weight does. As a result, while in a low-gravity environment:

Attack rolls take a -2 penalty in a low-gravity environment unless the attacker is native to a low-gravity environment or has special training for fighting in low- or zero-gravity environments.

Carrying capacity is calculated as if the creature’s Strength score is 10 points higher than normal. For example, a character with a 11 Strength has a carrying capacity of 165 pounds. In a low-gravity environment, that character’s carrying capacity is 315 pounds.

Falling damage is reduced from 1d6 bludgeoning damage for every 10 feet fallen to 1d4 bludgeoning damage for every 10 feet fallen (to a maximum of 20d4).

Strength checks made in low-gravity environments are made with a +10 bonus.

Speed increases by 5 feet for all of a creature’s methods of movement.

Spending long periods of time in a low-gravity environment can cause problems when returning to normal or high gravity. For every 5 days spent in low gravity, a creature must make a DC 10 Constitution saving throw. Failure accrues 1 level of exhaustion that becomes noticeable upon returning to normal or high gravity.

High Gravity: This is gravity significantly greater than normal. Again, mass doesn’t change, but weight does.

Attack rolls take a -2 penalty in a high-gravity environment unless the attacker is native to a high-gravity environment.

Carrying capacity is calculated as if the creature’s Strength score is 5 points lower than normal. For example, a character with a 11 Strength has a carrying capacity of 165 pounds. In a high-gravity environment, that character’s carrying capacity is 90 pounds.

Falling damage is increased from 1d6 bludgeoning damage for every 10 feet fallen to 1d8 bludgeoning damage for every 10 feet fallen (to a maximum of 20d8).

Strength checks made in high-gravity environments are made with a -10 penalty.

Speed decreases by 5 feet for all of a creature’s methods of movement.

Spending long periods of time in a high-gravity environment can cause problems when returning to normal or low gravity. For every 5 days spent in low gravity, a creature must make a DC 10 Constitution saving throw. Failure accrues 1 level of exhaustion that becomes noticeable upon returning to normal or high gravity.

Zero Gravity: This is a no-gravity environment. Movement in zero gravity means grabbing onto and/or pushing away from a more massive object. As such, in many cases, Strength (Athletics) checks to climb or jump are not necessary.

Attack rolls take a -4 penalty in a zero-gravity environment unless the attacker is native to a zero-gravity environment or has special training for fighting in low- or zero-gravity environments.

Carrying capacity is 20 times higher than normal. For example, a character with a 11 Strength has a carrying capacity of 165 pounds. In a zero-gravity environment, that character’s carrying capacity is 3,300 pounds.

Shoving a creature in zero gravity can be attempted against a creature up to two sizes larger than the attacker. If the attacker wins the contested check, the defender is pushed 10 feet away, plus another 10 feet for every 5 points by which the attacker’s total exceeds the defender’s total.

Movement in zero gravity is much like flying. The creature gains a fly speed equal to its base speed. Flying is a bit of a misnomer, however. The creature’s flying movement is limited to straight lines only. A change in direction requires pushing away from larger object. A creature that can already fly retains its normal fly speed and is not limited to straight-line movement.

Initial exposure to zero gravity can be disorienting. The creature must make a DC 15 Constitution saving throw or become space sick. The space-sick creature gains the nauseated condition. If the DC 15 Constitution saving throw fails by 5 or more, the creature is also incapacitated. A new saving throw is permitted every 8 hours the creature remains in a zero-gravity environment. Creatures native to zero gravity or that have special training do not suffer from space sickness.

Spending long periods of time in a zero-gravity environment can cause problems when returning to normal or low gravity. For every 5 days spent in low gravity, a creature must make a DC 15 Constitution saving throw. Failure accrues 1 level of exhaustion that becomes noticeable upon returning to normal or high gravity.

Relative Gravity: Every creature has a native gravity. Most creatures are native to normal gravity, and the rules above assume as much. In other situations, apply these rules along with common sense. For example, a creature native to a zero-gravity environment treats low-gravity as normal gravity and normal and high gravity as high gravity. Specifics may need to be adjudicated on the fly.

May 28th, 2019  in RPG No Comments »

ThursdAD&D: Scaly Creatures

Way back in 1978, Ms. Marvel met a race of lizard people who had mutated from common desert reptiles into an intelligent society, all as a result of atomic bomb testing. I used to have that comic book. I’m pretty sure it was among the several comics from late 60s through the mid-80s that did survive the purge of my bedroom after I left for basic training in the summer of 1985.

Dinosaurs, lizardmen, et cetera have long been a staple of fantastic fiction and roleplaying games. From Lost Worlds to Lovecraftian serpent people to tragically mutated one-armed scientists, who doesn’t love scaly creatures? People who are wrong. That’s who.

Sollersaurus
Frequency: Rare
No. Appearing: 1-6 (4-24 in lair)
Armor Class: 4
Move: 15″ or 21″ (see below)
Hit Dice: 4+4
% in Lair: 20%
Treasure Type: D
No. of Attacks: 3
Damage/Attack: 1-4/1-4/2-8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral
Size: L (6′ tall, 12′ long)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IV/250 + 5/hp (Alphas: IV/290 + 5/hp)

The sollersaurus is an intelligent saurian carnivore. It is fast, and it has a whip-like tail, grasping forearms with hand-like appendages sporting sharp talons, a strong jaw full of fangs, and powerful hindlegs. The sollersaurus travels on either two legs or four (move 15″ or 21″, respectively). Its coloration is highly adaptable, much like that of a chameleon.

The sollersaurus has keen senses and infravision of the 90-foot variety. It is immune to illusions and is surprised only 1 in 8 times. The sollersaurus moves quickly and stealthily. It surprises its prey 4 in 6 times. On the first round of combat, the sollersaurus may leap up to 3″ and attack with the gutting talons on its hind legs. This attack enjoys a +2 to-hit bonus and inflicts 3-12 points of damage.

A pack of sollersauruses numbering at least 4 creatures will be coordinated by a mated pair of alphas. These alphas have at least 6 hit points per hit die and have a +1 to-hit bonus on attacks.

The sollersaurus speaks it own language of barks, trills, and hisses. It has a 25% chance to understand 1-2 other languages, although the sollersaurus lacks the vocal apparatus to speak most other tongues. Despite its intelligence, the sollersaurus seldom makes use of tools.


It’s been a while since I featured anything for The Four Color Hack, and a post that opens talking about a comic book seems an good time to remedy this omission.

The lizard people that Ms. Marvel met included some pretty tough customers. Some had psychic powers. One was a giant viper of sorts. Another threw a tank at Ms. Marvel. That takes some muscle.

Sca-Lor
Level 5 Villain

Quote: “Rraauwrrr!”
Real Name: H’stok
Identity: Secret
Place of Birth: Somewhere in the southwestern United States
Height: 7 ft. 6 in.
Weight: 390 lb.
Eyes: Yellow
Hair: None

Hit Points: 30 (4 Vigor)
Base Damage: d10
Powers: Desert Camouflage d10, Regeneration d10, Super-Strength d16 (d10+d16 damage), Thick Scales d12 (7 protection)

Background: Sca-Lor is the war-like champion and self-appointed guardian of the saurian people who live hidden in caves in the southwestern United States. Belligerent, xenophobic, and ambitious, Sca-Lor believes he should lead his people out of hiding in order to wage war on the “sssoft skinsss” that seem to be increasingly encroaching on saurian territory.

Powers: Sca-Lor’s powers are straightforward and quite exceptional for a saurian. He can lift 50 tons, and his thick scales are immune to most conventional weaponry. He heals rapidly, and he can even regenerate lost limbs and organs.

May 23rd, 2019  in RPG No Comments »

Savage Wednesday: Nile Dangers!

The Kids’ Game campaign continues. The heroes left behind Miami, Florida, in the 1980s and entered the Nile Empire, a strange mixture of ancient Egyptian society, Depression-era pulp noir, weird science, and masked men of mystery. Transformed from 8th-graders into men of action, the heroes found themselves thwarting attempted murder by giant scorpion, matching wits and bullets and fists against a master of disguise, and racing against the agents of the diabolical Wu Han, servant of Pharoah Doctor Mobius, to retrieve a set of mysterious tiles stolen from the Temple of Tears deep in be-jungled Leopard Man territory. The tiles, it is said, must be restored to their original configuration in the Temple in order to reveal the location of the fabled Chalice of Possibilities, an obscure but allegedly powerful artifact that several would-be world conquerors seek to possess.

Among foes faced by the heroes were a Priestess of Sobek and an Avatar of Sobek, a monstrous crocodile. Between the Avatar’s jaws and the Priestess’s fear magic, the heroes nearly met defeat.

Avatar of Sobek (Wild Card)

Larger and more powerful than most Nile crocodiles, the Avatar of Sobek bears the hieroglyph of Sobet on its head, branded between its eyes. It obeys its mistress’s orders.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d12, Swimming d10
Charisma:
Pace: 4
Parry: 7
Toughness: 12
Special Abilities:

Aquatic Pace: 6

Bite: STR+d6

Tail: STR+d6. The Avatar of Sobek cannot target the same creature with its bite and its tail.

Death Roll: With a raise, the Avatar of Sobek inflicts +2d4 damage.

Size +4: The Avatar of Sobek is more than 20 feet long.

Priestess of Sobek (Wild Card)

Scaly fleshed and wearing a crocodilian mask, the Priestess of Sobek is a fearsome enemy.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Notice d12, Swimming d10
Charisma: +0
Pace: 6
Parry: 6
Toughness: 7
Special Abilities:

Aquatic Pace: 5

Crocodile Fang Sword: STR+d6

Crocodile Paw Throwing Knife: STR+d4 (3/6/12 range)

Miracles of Sobek: The Priestess has 10 Power Points to spend on Beast Friend and Fear. She gets a +2 to influence reptiles, but has a -2 to influence other animals.

Scaly Blessing: +2 TOU

And, just because I did it for two other game systems, here’s a third version of 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.

Mad scientists in a lab with poor security? Of course. Sheesh, what fresh hell will it be this time?

Bearboar

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d8, Notice d8, Swimming d6
Charisma:
Pace: 8
Parry: 6
Toughness: 10
Special Abilities:

Bear Hug: A bearboar that hits with a claw and gets a raise has pinned its foe. The foe may only attempt to escape the “hug” on his action, which requires a raise on an opposed Strength roll.

Bulletproof: The bearboar’s mutated hide negates up to 4 AP from bullets and provides +4 protection from them as well. This bonus is not added to the bearboar’s Toughness above.

Claws: STR+d6

Improved Frenzy: The bearboar can make two Fighting attacks each action at no penalty.

Tusks: STR+d6. If the bearboar can charge at least 6″ before attacking with its tusks, it adds +4 to its damage total.

Size +2: The bearboar is more than 8 feet long and weighs more than 1,000 pounds.

May 22nd, 2019  in RPG No Comments »

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 »