Friday, November 5, 2010

Make A SAN Check

Click this link and make a SAN Check.
.
.
.
.
.
.
Hilarious and ridiculous all at the same time. It also made me realize something: geekdom needs some new ideas.

The full episode and related episode will be here: http://www.southparkstudios.com/

You'll have to make another SAN check of course.

Thursday, November 4, 2010

An Old Adventure


Here's a small dungeon adventure I discovered in one of my game boxes. From the content I'm figuring it was from 1988-1990. The adventure is nameless and seemingly set in a mountainside monastery somewhere in the twisted land where the PCs find themselves through magical circumstances (see room 4). The "Xs" on the map are from when this was played sometime long ago.
---------

1. Guard Chamber, 2 Barkbrothers HD:1 hp: 3each AC:7 Atk:1for 1d6. They will both bark at intruders, 1 will run for help and the other will hold off intruders.

2. Bunk Room, 12 rough bunks. There are 6 Barkbrothers here. there is a 40% chance they will be alerted by noise prior to PCs reaching the room. HD:1 hp: 3each AC:7 Atk:1for 1d6.

3. Unoccupied Chamber. 4 Bunks. (4sp hidden under one). Stashed in the rubble is a small chest with 100 g.p., potion of healing and 3 books.

4. Ram Priest Level 5 Cleric HP: 16 At:1 for 1-6 or spell. Has accidentally summoned the characters to the twisted land with his black crystal orb. 300 g.p. worth of jewelry on ram Priest.The shrine has 2,000 g.p worth of trimmings.

5. 2 Wulfen guards AC:6 HD:2 HP:6 AT: 1 for 1d6

6. Prisonsers. 2 monks. 1 level 1 cleric- weak, 1 level 7 cleric -weak with some spells.

7. Kitchen. 3 Ratters working here HD:1 HP:2 each Atk:1 for 1d4. Hidden in the kitchen is 40 s.p. The ratters are busy preparing a slain monk for dinner.

8. Oxen guardian AC:6 HD:3 HP:12 Atk:1 for 1d10+3. Mean, big and dumb.

9. Luxurious Chamber. The leader of the bad of beast-men resides here. Lion Prince Fighter 4. Hp: 18 AC:9 (4 in armor). Miscellaneous treasures worth 1,000 g.p. (half of it former property of the monks)

10. Closet. full of worthless junk. 1 in 6 chance to find 400g.p. chalice. check for searcher discovery each turn of searching.

11. 4 Barksisters. 1 is pregnant with pups. 20 g.p. cheap jewelery among them.

12. 6 Barkpups.

13. Supply room. 6 months of supplies for 100men. 16 barrels of wine. 1 Barrel has a pouch of gems secreted within worth 100 g.p.

14. Treasure Chamber. 5 chests.
Chest #1: trapped with posion spike and empty. intensity 3 poison.
Chest #2: trapped with sleep gas. Holds 3 potions of cure light wounds.
Chest #3: trapped with posion spike .Contains mixed coins worth a total of 100 g.p. and a green crystal shard.
Chest #4: Unlocked and empty. If disturbed there is a 3in 6 chance a nest of biting bugs is disturbed. Bite is painful but harmless.
Chest #5: Locked. 500 g.p.

---------
Modern Notes: I was into trapped treasure chests in those days. I'm figuring the "intensity 3 poison" is in line (more or less) with the poison from the judgesguild ready ref sheets. In brief that'd be 3 pts of damage for 3 rounds on a failed save.

The Twisted Land saw a number of incarnations in my campaigns over the years in general it's a land of disruption and wild magics where monsters unknown to the outside world dwell and sometimes spill out of.

I was seemingly on a beastmen kick when this was drafted. I'm thinking I used 1d6 for hitdice for some reason given the low HP #'s for the monsters.

Wednesday, November 3, 2010

An Old Map

I discovered this map going through my copy of Chaosium's "Worlds of Wonder". It's not a map of my creation, it's a map my dad drew at least 35 years ago. I have no idea what he drew it for, he may have been working on some fiction or just drew it for the heck of it as I think it pre-dates our exposure to D&D.
I have no idea how it ended up in that game box but it seemed appropriate to share it.


(Click image for full size)

In a much more entertaining and exciting universe discovering an old map like this crafted by your father when he was young would be a gateway to adventure...

OldSchool Class Scans

Here are scans of three of character class the write-ups I dug up recently; as per request the Artificer, Gnome Trickster and Faerie. The Gnome trickster and Faerie were seemingly drawn up at the same time.
















---















---


(Click on them to get at the actual file)

Tuesday, November 2, 2010

T&T stats for a few Tekumel beasties

I posted a version of these over at http://trollbridge.proboards.com/index.cgi some time ago. Here are a small handful of Empire of The Petal Throne Monsters presented with mostly the same stat style as my last T&T monster post.

Aqaa "the worm of the catacombs"
MR: 36/72/108 Speed: 12
ATK: +18/+36/+54
Armor: 8pts
special: swallow man sized prey SR 3/6/9 to avoid)
stats given for small/medium/large specimens
IQ: 3

Birdlu "the mantle"
MR: 25 Speed: 9
ATKs: +12 armor: 5pts
special: Constricting crush, SR 4 to break free.May not be cut with chlen-hide weapons.
IQ: 3

Dlaqo "the carrion beetle"
MR: 18/24/54 Speed: 6
ATK:bite +9/+12/+27
Armor: 8pts
special: cowardly
IQ:4

Hliir "the beast with the unendurable face"
MR: 48 Speed: 12
ATK: +24
armor: 8pts
special: looking at it causes insanity; Sr 4 save to avoid insanity.
IQ: 6

Hra' "the blood sucker"
MR 42 Speed: 12
ATK: With Weapon +21
Armor: 2 pts
Special; reanimate in 2 turns following "death" unless touched by the amulet of the greater god.
Priests of Ksarul have 15% chance of controlling any Hra' they meet.
IQ:13

Huru'u "the howler"
MR: 15 Speed: 9
ATK: +18*
Armor: 2 pts vs chlen-hide weapons only
Special: may be driven off by protective magics (vs good/evil) or by fire.
Constant howling deafens all within 10' of them. (SR 4 each round to avoid)
IQ: 10

Treasures or Dross, Character Classes.

I recently dug through some of my old boxed sets and discovered a wealth of old characters sheets, maps, notes and more inside them. My companion set had also had the earlier moldvay basic and cook expert rulebooks along with a LOT of notes.

Of particular interest are brief writeup of many character classes. Some of these classes saw play (but maybe not in these versions) but I don't' recall the majority. These notes would all be from the very late 80's to maybe 95.

Here's a list of the classes within:

Artificer
Scout
Archer
Oracle
Soothsayer
Shaman
Herbalist
Animist
Gnewt
Morlock
Gnome Trickster
Dwarven Seer
Gnome
Elven Archer
Dwarven Pilferer
Halfling Burglar
Halfling Skirmisher
Lightfoot
Herbalist (non-spell casting)
Elven Stalker
Elven Theurgist
Gnome Tinker
Faerie

These are pretty much all simply a table for each class listing abilities by level. Some spell casting types have spell lists written up. I'm a little split on how (or if) I should post any of these classes. Maybe I'll type them up fixing only gross errors in spelling and language, update them or simply scan them in all their barely legible glory. I should note, I know I had some classes we played with that aren't on that list. So what classes would folks like to see and in what "format"?

Monday, November 1, 2010

Some Tunnels and Trolls monsters

Some Tunnels and Trolls monsters from yesteryear. Since Tenkar is mentioning Tunnels and Trolls so often these days I figured I'd share some monster notes that were in my 5th edition T&T boxed set that I wrote up many a year ago. Nothing too amazing just a non-standard method I used with a bit more detail then straight MR.

Creature Format
M.R.- Monster Rank
ATK- Attack, The normal Adds the monster gets in combat for each attack it can make. (1 die is rolled per 10 pts, or fraction thereof in current MR no bonus applied outside of adds in ATK).
Speed- The monster speed rating is used for movement and dodging.
Armor- the monsters typical natural armor rating
IQ- monsters average Intelligence
NE.- Number encountered/ normal level

Goblin
MR= 12 Speed= 12
ATK= Any Weapon, goblins have a flair with missile weapons and get 3 ads with them.
Armor- as per armor worn
IQ= 9 NE= 3-18/1

Orc
MR= 18 Speed=9
ATK= Any Weapon, can also go at it tooth & claw with adds equal to 1/2 current MR.
Armor= as per armor worn, often use shields
IQ= 7 NE= 2-12/1

Troll
MR= 54 Speed=10
ATK: bite in single combat with 18 adds, general melee with claws for 11 adds. Can use weapons with 9 adds.
Armor= 1pt for tough hide
IQ=6 NE=1-6/2

Ogre
MR= 75 Speed= 11
ATK= bludgeon for 35 adds, bare hand for 12 adds
Armor=0
IQ= 6 NE=1-3/3

Ratters
MR 9 Speed= 12
ATK= 2 adds or by weapon.
Armor=0
IQ= 9 NE= 4-24/1

Wolf Brothers
MR 35 Speed= 12
ATK= tooth and claw for 15 adds.
Armor=0
IQ=6 NE= 2-12/2

Clawed Drake
MR:90 Speed=13
ATK= general melee for 45 adds. Single combat: flame spit as 10 dice missile
Armor= 10 point scaled hide
IQ= 4 NE:1/5