8/31/15

Monday Moodsetter 72

Pat Presley
RPG Rorschach: What's the first gaming thought that pops into your head?

8/26/15

Dungeon Rules: Four Classes

In thinking of streamlined rules to support dungeon play and exploration, I have one last approach. This approach falls into the "race as class" category. If I used it, I would either bolt it onto Swords & Wizardry Core or Blood & Treasure. The four classes:

Human Fighter
  • HD: d8
  • Armor: All
  • Weapons: All
  • Skills: A small selection of thief/rogue skills (optional)
  • Other: Feats (Optional); Additional attacks per round at higher levels (optional)

Human Mage
  • HD: d4
  • Armor: None (or light non-metal, optional)
  • Weapons: Typical magic-user/wizard
  • Skills (Optional): ???
  • Other: Spells (maybe include a few lower-level cleric spells, such as Cure Light Wounds)

Dwarf
  • HD: d8+1
  • Armor: All
  • Weapons: All
  • Skills: The usual dwarf stuff. Maybe Find/Femove Traps and Open Locks.
  • Other: Extra damage with a battleaxe (optional)

Elf
  • HD: d6
  • Armor: Light
  • Weapons: Wide selection
  • Skills: Some thief/rogue (Move Silently and Hide In Shadows, optional); Tracking (optional); Short/low bow specialization (optional)
  • Other: Spells (as per Druid or Ranger, or combination)

8/25/15

Glyff (Fey)--Montporte Dungeon Campaign Critter

GLYFF (FEY)
Armor Class: 7 [12]
Hit Dice: 4
Attacks: Dagger (1d4)
Saving Throw: 13
Special: Sleep; Spells; Teleport; Spell Resistance
Move: 11
Challenge Level/XP: 5/240

Glyff are fey creatures that stand about 3' tall. From the waist up, they have a human appearance, only smaller. The lower half of their body is canine, with short white fur and black spots, similar to a miniaturized dalmatian. Glyff are nominally members of the Summer Court of the fey, but by treaty and decree of both Summer and Winter Courts, they are considered neutral. Glyff are the keepers of the Seelie Accords. In this capacity, they serve as the official keepers and interpreters of all documents, decrees, contracts and actions related to the Seelie Accords. Older and more accomplished glyff attend to their duties the archives and Courts of the fey on the plane of Umírající (the home plane of the fey). Younger fey often accompany fey traders, travelers and diplomats to serve as mobile counselors and jurists in matters dealing with the Seelie Accords.

Unlike most fey, glyff are silent and sober creatures. They typically remain silent and inactive except in matters pertaining directly to their work. While each glyff has an individual name, their names are known only to themselves and other glyffs (and possibly the highest-ranking members of the Summer and Winter Courts). To the non-glyff, they are simply called "glyff."

COMBAT: Glyff avoid combat, unless it is absolutely necessary to defend themselves. Where possible, they will seek to use their magical abilities to escape rather than harm another creature.

SLEEP: When a glyff successfully strikes its opponent with a dagger, that opponent must successfully make a saving throw or fall asleep for 2d6 rounds (this does not affect most undead).

SPELLS: A glyff may use the following magic-user spells:

  • First Level: Detect Magic (at will); Hold Portal (1 time/day); Light (at will); Read Languages (at will); Read Magic (3 times/day); Shield (1 time/day).
  • Second Level: Invisibility (2 times/day); Mirror Image (1 time/day)

TELEPORT: A glyff may teleport one time per day to its own home, but only when threatened with serious danger or death.

SPELL RESISTANCE: A glyff gains +2 to its saving throw against magic spells, wands, and rods (and similar spell-like items).

8/24/15

Monday Moodsetter 71

RPG Rorschach: What's the first gaming thought that pops into your head?

8/22/15

Blue Cave Ant--Montporte Dungeon Campaign Critter

BLUE CAVE ANT
Blue cave ants live in colonies that make their homes in large stone caverns. They are able to slowly carve a large underground nest out of the hardest stone. Blue cave ants live in large colonies, led by one or more queen ants. There are four types of blue cave ants living in the colony: (1) Workers--75% of colony; (2) Soldiers--15% of colony; (3) Drones--10% of colony; (4) Queens--1-4 individuals.

Worker Blue Cave Ant
Armor Class: 3 [16]
Hit Dice: 1
Attacks: Bite (1d4)
Saving Throw: 17
Special: Electrical Shock
Move: 10
Challenge Level/XP: 1/15

Worker blue cave ants are 4' long and 1' tall. They typically are involved in scavenging activities outside of the nest or, when inside the nest, building onto the nest or caring for ant eggs and larvae. Their exoskeletons are cobalt blue.

COMBAT: Worker blue cave ants will not attack anything that is over half as big as itself, unless it is acting in self-defense. Self-defense includes attacks on itself, other nearby ants, or an attack on the nest. In combat, worker blue cave ants will attack the opponent nearest to itself and will fight until it or its opponent is killed.

ELECTRICAL SHOCK: When an opponent successfully strikes the worker blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.

Soldier Blue Cave Ant
Armor Class: 5 [14]
Hit Dice: 4
Attacks: 2 Bites (1d8 each)
Saving Throw: 13
Special: Electrical Shock
Move: 15
Challenge Level/XP: 4/120

Soldier blue cave ants are 6' long and 3' tall. They usually guard strategic points inside the nest, such as cave entrances, junctions, stored, food, and the colony queen(s). Soldier blue cave ants also accompany workers when they are exploring new territory or transporting particularly large quantities of food. Their exoskeletons are midnight blue.

COMBAT: Soldier blue cave ants are aggressive and quick in combat, gaining two bite attacks due to their agility. They will attack anything that is perceived as a threat, basically any other living creature that comes within 30' of itself or its fellow colonists. They fight unto the death.

ELECTRICAL SHOCK: When an opponent successfully strikes the soldier blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.

Drone Blue Cave Ant
Armor Class: 4 [15]
Hit Dice: 2
Attacks: Bite (2d4)
Saving Throw: 16
Special: None
Move: 8
Challenge Level/XP: 2/30

Drone blue cave ants are 4' long and 1' tall. They are the fertile males of the colony and are rarely found outside of the nest. When they are not tending to the queen(s) of the colony, they guard the eggs and larvae. Their exoskeletons are sky blue.

COMBAT: Drone blue cave ants will not attack unless defending themselves or the colony. They are slow moving, but have heavily armored shells and large, strong mandibles, which they use for bite attacks.

Queen Blue Cave Ant
Armor Class: 7 [12]
Hit Dice: 12
Attacks: Bite (1d4)
Saving Throw: 3
Special: Lightning Bolt; Electrical Shock
Move: 3
Challenge Level/XP: 13/2,300

Queen blue cave ants are 15' long and 5' tall. They are typically found in the center of the colony's nest, being well defended by soldiers, workers and drones. The head and thorax of a queen looks similar to a worker blue cave ant, being cobalt blue in color. The abdomen however, looks like the body of a giant, bloated larvae and is about 12' long. It is very light blue in color, almost white, and pulsates with the continue production of eggs for the colony.

COMBAT: A queen ant will aggressively defend itself and its nest. Its melee combat ability is limited because of its physique.

ELECTRICAL SHOCK: When an opponent successfully strikes the queen blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the queen cave ant sends a powerful electrical shock to its opponent. This electrical shock does 2d6 in damage.

LIGHTNING BOLT: A queen blue cave ant is able to shoot a lightning bolt from the mid-section of its abdomen once per round at one opponent. This lightning bolt has a range of 30'. The lightning bold does 4d6 of damage. The victim is allowed a saving throw and suffers half damage is the saving throw is successful.

8/21/15

Dungeon Rules: d20 Generic Classes + Blood & Treasure

I am indebted to +Rob Conley for pointing out the Generic Classes on the d20 SRD. This could easily be bolted onto Blood & Treasure, a rule set I particularly like and one that most in our gaming group have played (and own). This approach, I think, would work particularly well in a megadungeon-centered campaign.

All player characters would be human and there would only be three classes: Adventurer, Mage, and Warrior. If I used Blood & Treasure, I would beef it up with some additional skills and feats, borrowed from other classes within Blood & Treasure or from the d20 SRD. Here is a basic outline of what the classes would look like:

Adventurer:

  • Hit Dice: d6
  • Armor: Light armor + shield
  • Weapons: As per thief (B&T)
  • Skills: 10 (d20 SRD calls for 12*)
  • Feats: One feat to start plus one additional per every three levels


Mage:

  • Hit Dice: d4
  • Armor: No armor (or light, nonmetallic armor)
  • Weapons: As per wizard (B&T)
  • Skills: 4
  • Feats: One to start plus one additional per every five levels
  • Other: Spells (here I would allow almost any B&T spell**)


Warrior:

  • Hit Dice: d8 (d20 SRD calls for d10)
  • Armor: Any + Shield (d20 SRD calls for Light and Medium armor)
  • Weapons: Any
  • Skills: 6
  • Feats: One to start plus an additional one every second level
  • Other: Additional attacks per round at higher levels

*12 skills would require a fairly lengthy list of meaningful skills.
**I would allow the mage to construct a spell book from any spell, but I would probably eliminate some spells, such as Resurrection and a some other cleric spells. Some of the lower level healing spells would remain.

8/17/15

Monday Moodsetter 70

RPG Rorschach: What's the first gaming thought that pops into your head?