Friday, April 26, 2013

The Holmes D&D rulebook should have had a Lucha Libre class

So, I was watching Santo y Blue Demon Contra los Monstruos with my wife (hey, don't judge us, man), which, just in case you are unfamiliar with this cinematic masterpiece, involves two masked Mexican wrestlers fighting a mad scientist, various zombies, and yes, about a half-dozen different monsters of the old-school, ripped-off-from-Universal-Monsters mode, complete with cheap sets, spliced-in footage from other movies, and a shameless lack of acting talent.  The monsters include a vampire (along with two sexy female vamps), a Frankenstein monster, a wolfman, a mummy, and a cyclops.

The latter is what interests me.  Based on a monster suit from an earlier film, what the film refers to as a cyclops is also an amphibian gill-man, giving it a bit of a Creature from the Black Lagoon vibe (in a very cheap, knock-offish sort of way) as well.


While watching the film, I was thinking to myself, "I've seen something like this somewhere before... was it in a gaming book?"  About halfway though the movie, it hit me where I had seen something similar enough that I can't help if it if perhaps the creature shown in los Monstruos might perhaps have served as some sort of visual inspiration.


That's from the UK version of the Holmes 'Blue Book' edition of Dungeons & Dragons.  The art in the UK edition has some one-eyes orcs in it as well, but I've always assumed that the above illustration was meant to be a troglodyte.  Is it possible that the artist was a fan of cheesy Mexican wrestling films, or am I merely reading too much into what is probably a coincidence?

Monday, April 8, 2013

Monster Monday: Swordwraith

Swordwraith

No. Enc.: 1
Size: Medium
HD: 8 (d12)
Move: 30 ft
AC: 18
Attacks: Incorporeal Weapon (1d12)
Special: Energy Drain, Incorporeal, Darkvision
     60', Daylight Powerlessness, Unnatural Aura
Saves: M
INT: High
Align: Lawful Neutral
Type: Undead (Extraordinary)
TR: Nil
XP: 900+8


A swordwraith is an extremely rare form of undead, the result of a Lawful Neutral warrior of great skill (8th level or higher) who dies due to the betrayal of a comrade-in-arms.  Three days after the warrior's death, his or her spirit may return as a swordwraith, to seek vengeance against those who betrayed their shared cause.  Upon finding and slaying the traitor, most swordwraiths then pass on to whatever afterlife awaits them, but a few continue to stalk the earth, striking down those who draw the swordwraith's ire.

The swordwraith appears as a spectral warrior, bearing the wounds and injuries they did at the moment of death, up to and including lost limbs and decapitations (of course, the loss of a head or limb does not hinder the swordwraith in any fashion).  Despite the name, a sword-wraith might use any weapon, not just a sword, depending on what weapon they specialized in during their living years; a few even use missile weapons (standard range for the missile weapon in question, with the swordwraith never running out of arrows, bolts, sling bullets, etc).  They can travel tirelessly by night, remaining relatively dormant in the shadows during the daylight hours.

Combat: A swordwraith is normally insubstantial, like a more standard wraith, and thus only magical weapons of +1 or better can affect their ectoplasmic form. A swordwraith attacks by passing through objects to attack their foes unawares. They strike, disappear back through an object, and return again, harrying their opponents unto death.

Incorporeal Weapon: The swordwraith's weapon of choice does 1d12 damage (no matter what a normal version of said weapon does).  Due to the swordwraith's great skill with their chosen weapon, that are +3 to hit with it.

Energy Drain: In addition to suffering the above normal damage, living creatures hit by a swordwraith’s attack lose one level. For each such level lost, the swordwraith heals five hit points. These losses are permanent, and can only be regained by the use of a Restoration or a Wish spell.

Unnatural Aura: Animals, whether wild or domesticated, can sense the unnatural presence of a swordwraith at a distance of 30 feet. They will not willingly approach nearer than that, and panic if forced to do so; they remain panicked as long as they are within that range.

Sunlight Powerlessness: Swordwraiths are powerless in natural sunlight and flee from it. A swordwraith exposed to direct sunlight cannot attack, and must retreat.

Inspiration: Warren Zevon's "Roland the Headless Thompson Gunner",  NOT based on the 'undead template' of the same name as created by WOTC (honest!)

Sunday, April 7, 2013

Classic Traveller... free!

Specifically, the Starter Edition of the Classic Traveller line is available for free at both DriveThruRPG and RPGnow.  This was originally done as a Christmas promo, but apparently has been allowed to continue.  If you've never played Traveller in its original incarnation, this is an excellent way to introduce yourself to one of the true classics of the early days of RPG's.

There are three books that comprise the Starter Edition (rules, charts & forms, adventures); be sure you download all of them.  Then break out the d6's, and get ready to start travelling...

Saturday, April 6, 2013

Banner of Three Swords

Highly prized by kings and generals, the Banner of Three Swords is a powerful magical item that grants great aid to armies who fight under its aegis.  Specifically, it grants all who fight while the Banner is being held (within line-of-sight of the Banner) the following bonuses, for the duration of the battle:
  • +2 to all attack rolls
  • +2 temporary HD
  • +4 to all attribute checks, class ability checks, saving throws, and morale checks
However, these bonuses come at a cost.  The bearer of the Banner suffers a -4 penalty to AC, and a -4 penalty to most saving throws.  They do gain the temporary HD listed above, and have a +4 bonus to resist any attempts to take the banner from them, magical or otherwise. Due to its size, the bearer of the Banner can not otherwise attack while holding it.  The bearer of the Banner must understand and freely accept the risk involved; someone bearing the Banner through ignorance, coercion, or trickery confers none of the above-listed bonuses to those who fight under the Banner.

Those who die bearing the Banner are usually accorded much honor and respect.  If a PC dies bearing the Banner, they should receive some sort of bonus to creating their next character.  If using an Honor system (like that used in the 1st ed AD&D Oriental Adventures rulebook), grant the dying character double the "heroic death" honor award.  If not, the player's new PC can either choose to start one level higher than normal, or add +1 to any two attribute scores.

Inspired by Marvel Graphic Novel #15: "The Raven Banner - A Tale of Asgard"

Sunday, March 31, 2013

Happy Bunny Day

However you choose to celebrate Easter (or not), have a good one.


Monday, March 25, 2013

Monster Monday: Serpent Men


Serpent Men


No. Enc.: 1-20
Size: Medium
HD: 2 (d8)
Move: 30 ft, 15 ft swim
AC: 14
Attacks: Weapon or Bite (1d3)
Special: Darkvision 60', Spellcasting
Saves: M
INT: Superior
Align: Neutral Evil
Type: Humanoid
TR: 2
XP: 20+2

Serpent Men are among the eldest of mortal races.  They are humanoid in shape, ranging from 5 to 6 feet tall, with scaly skin and snake-like heads.  They once ruled over mankind and other such races, but were eventually overthrown and almost exterminated as humanity fought back against their oppressors.  These days, their numbers are relatively few, and they usually live among humans, thanks to their gift for illusion, often attempting to slay those who rule over others, and taking their place afterwards.  They worship snake gods such as Yig and Set. Wise men know that, due to the construction of their throats, serpent men can not utter the phrase "ka nama kaa lajerama", and will utter this if they suspect the presence of mankind's ancient foes among their midst.   Serpent men also can not bear the image of a dragon (their ancient enemies) upon their person, and this can also be used to identify one or more of their number. Serpent men are a very long-lived race, with a few of their number over a thousand years old, although most are much younger.

Spellcasting: All serpent men are spellcasters, their magicks deriving from an era when the division between arcane and divine magic was not so sharply defined.  Most serpent men can cast spells as a wizard from 1st to 5th level, although a few of their number are more skilled (higher level serpent men spellcasters will have HD equal to half their wizard level, round down, although this will never exceed 5 HD).  Their magics tend toward illusion and subtlety, and they generally do not know the more potent battle magicks used by mankind (human and elven wizards will usually force any apprentice to utter the above-mentioned shibboleth to ensure that they are not unknowingly teaching new magicks to these degenerate beings. Serpent men will usually cast from the following spell list:

0-LEVEL SPELLS

1. Arcane Mark
2. Change Self (see notes below)
3. Detect Illusion
4. Detect Magic
5. Ghost Sound
6. Influence
7. Know Direction
8. Message

1st-LEVEL SPELLS

1. Animal Friendship**
2. Bless*
3. Calm Animals**
4. Charm Person
5. Command
6. Comprehend Languages
7. Darkness
8. Daze
9. Hypnotism
10. Identify
11. Obscuring Mist
12. Read Magic

2nd-LEVEL SPELLS

1. Animal Messenger**
2. Fog Cloud
3. Hypnotic Pattern
4. Minor Image
5. Speak With Animals**
6. Speak With Dead

3rd-LEVEL SPELLS

1. Dispel Magic 
2. Explosive Runes
3. Glyph of Warding
4. Hallucinatory Terrain
5. Major Image
6. Remove Curse
7. Suggestion 
8. Tongues

4th-LEVEL SPELLS

1. Charm Monster
2. Confusion
3. Dismissal
4. Fear
5. Illusory Wall
6. Mirage Arcana
7. Scrying
8. Sending

5th-LEVEL SPELLS

1. Bind Spirit (see notes below)
2. Guards & Wards
3. Mass Suggestion
4. Persistent Image
5. Permanency
6. Project Image
7. Summon Monster
8. True Seeing

6th-LEVEL SPELLS

1. Banishment
2. Geas
3. Legend Lore
4. Programmed Image

7th-LEVEL SPELLS

1. Greater Scrying
2. Sequester
3. Shadowwalk
4. Summon Greater Monster

8th-LEVEL SPELLS

1. Binding
2. Mass Charm
3. Summon Planar Ally
4. Symbol

9th-LEVEL SPELLS

1. Disjunction
2. Weird

*reversible spell (and in fact serpent men wil often only know the reversed versions of said spells)
**'Animals', in this instance, is limited to snake and snake-like beings 

Serpent Men cast the spell Change Self as a cantrip, not a 1st level spell, with the advantage that they can, in fact, create the illusion of becoming another race.  Serpent Men can use higher spell slots to cast this spell, and are often required to do so (due to the limited duration of the spell) to maintain their guises for extended periods (as a result, serpent men pretending to be humans or other races will often have few, if any, other spells prepared).  They can also cast a spell known as Bind Spirit:

BIND SPIRIT, Level 5
CT 1 minute                     R 50 ft                       D permanent
SV none                           SR n/a                       Comp V,S

Any mortal man slain by a serpent man can have his spirit bound into service by his slayer through the use of this spell.  It must be cast within 10 minutes of the victim's demise.  The spirit can not cause harm to the living (and can be turned as a 3 HD undead), although mortals not used to seeing such a spectral sight may have to make a CHR save to avoid fleeing.  These spirits can be used as spies and informants, and their servitude may be passed from one serpent man to another, if desired.

Source: "The Shadow Kingdom" by Robert E. Howard