Thursday, March 29, 2012

ANOTHER TREK B-DAY!

Happy Birthday to the lovely Marina Sirtis!

Sunday, March 25, 2012

PRETTY FUN VLOG

I was farting around on YouTube and came across a series of vlogs by DoctorFailure. He has a series of vlogs he hopes will allow people to "become better DMs." I've only watched the first one so far (about random tables), and it's pretty good. He rambles a bit, but his stories and ideas are pretty solid.

It doesn't hurt that he looks like a long, lost brother...

Here's the link to his profile.

Check it out!

MARCH TREKNESS

Thought I would take the time to wish happy birthdays to three of Star Trek's most popular actors:

March 3: James Doohan



March 22: William Shatner



March 26: Leonard Nimoy

Friday, March 23, 2012

OLD-SCHOOL CHARACTERS: MAGIC-USER

As explained in earlier posts, I am rolling up 10 pre-gen characters for my B/X game. The first one I chose to do was a Magic-User. Here are his/her stats:

Name: Character 7 [heh, heh]
Class: Magic-User (1st Level/Medium)

Str: 8 (-1)
Int: 15 (+1)
Wis: 8 (-1)
Dex: 14 (+1)
Con: 13 (+1)
Cha: 12 (-) (4) (7) [the last two numbers are for retainers and their morale]

HP: 5
AC: 8
GP: 69
XP: 0 (+5% to XP gained)
Alignment: Law

Spells:

1st: Magic Missile

Languages:

Common, Alignment (Law), Medusa [chosen from random roll]

Equipment:

x1 Silver Dagger
x1 Dagger
x1 Standard Rations
x1 Sack (small)
x1 Water Skin
x1 Rope (50')

Saving Throws:

Death Ray/Poison: 13
Magic Wands: 14 (-1)
Paralysis/Turn to Stone: 13 (-1)
Dragon Breath: 16
Rods/Staves/Spells: 15 (-1)

Attack Rolls: (-1) [Due to strength]

9/10
8/11
7/12
6/13
5/14
4/15
3/16
2/17
1/18
0/19
-1/20
-2/20
-3/20


There you go, a nice little Magic-User ready for a game of B/X DnD or Labyrinth Lord.

Monday, January 23, 2012

THE GOBLET OF LIFE (THE BALLAD OF MARY McKUSKY, PT. 1)

"Clamor me lads towards the fire's eager glow,
We be passin' round the goblet of life.
From bottoms of barrels we bury our strife.
We sing of war, we sing of life!

Under the stars ye tankards be giving,
From cold northern climes the winds do blow.
Come now, Mary,
Come now me darling.
Come, sweet child, to stifle our woes."

Wednesday, November 9, 2011

LARF

Just to let everyone know, posting might be a little skimpy this month since my weekends will be filled with excursions to the Louisiana Renaissance Festival. Huzzah!





Wednesday, October 26, 2011

ECOLOGY OF THE TSATHWOG

Here's a new creature for your old-school game. I used the Labyrinth Lord stat block for the information, but it should be usable for any old-school game.

TSATHWOG

No. Enc.: 2d6 (5d6)
Alignment: Chaotic
Movement: 100’ (80’)
Hopping: 120’ (90’)
Swimming: 120’ (90’)
Armor Class: 7
Hit Dice: 3
Attacks: 3 (claw, claw, weapon, see below)
Damage: 1d4/1d4/by weapon
Save: CL 3
Morale: 8
Hoard Class: IV (XXI)
XP: 25

-Tsathwogs are amphibian like humanoids that live in villages found in swampy, marsh like regions. They communicate using a crude, croaking based language that sounds not unlike that of common amphibians. Tsathwog’s are never found alone. All community activities, including mating and sleeping, are completed in group settings. Tsathwog’s are wary of outsiders and will typically stay hidden when strangers approach their village—using their croaking language to fool the adventurer into thinking they are normal frogs. Tsathwog’s emit a hallucinogenic toxin that can cause most creatures to lose all sense of reality (characters must make a saving throw against poison). Tsathwog’s will typically use their toxin to coat their claws and weapons in battle. Tsathwog’s are notable in that they will consume human flesh and have been known to hunt humans for use in sacrifices to their giant, maddening frog god.

Tsathwogs generally use clubs, darts, or spears as weapons.

Tsathwog toxin may be harvested from dead Tsathwogs.

The effects of a Tsathwog’s toxin can cause a range of effects. These effects are left primarily to the referee’s discretion, but a chart may be used for quick reference:

1d8: Effect:

1-2 Target sees visions of 4-32 normal frogs that will follow him around
for 1d6+3 hours.
3-4 Target imagines himself to be stuck in a sort of primordial ooze. Should be treated the same as a Hold Person spell.
5-6 Target sees visions of the Tsathwog god. Target will make every attempt to flee and will not return for 1d6+1 rounds.
7-8 Target goes temporally insane and attacks self or anything in close proximity for 1d6 rounds.

Please feel free to comment.