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Monday, December 26, 2011

CFRPG Monsters Finished

CFRPG Monsters Finished (Kinda) Well I finally added all I was going to add to the monster list. Hopefully I have time to get them on the entire list tonight but at least SOME major progress is better than no progress. One thing is the document(s) will be ready for you to print it yourself.
Seeing the reactions to other RPGs out there is kinda scarey to look at. Some get catapulted up on high, some get cast aside and never looked at again, some (not many)get mocked.
Since I listen and study what the OSR masters say I won't be trying to make a living doing this. Hell I already make a pretty good living. I am just doing this for the love of the game and to present the Neo-Clone in a slightly different way.
Yeah but anyway...

Monday, December 19, 2011

Kowloon

What was it like to live here?

THE CITY



The Walled City or the Pirate City. Thousands of people living in the most densely populated area in the world.






All gone now. They tore it down. BUT the images inspire me. I will one day make a city setting for a RPG using Kowloon as an inspiration.



Awesome








What adventures are to be had in the fantasy version of this city?


There are various youtube videos on Kowloon.

The city strangely started to crumble and die as soon as they cut the power and water.

Saturday, December 17, 2011

Test Copy of CFRPG



This is a test copy. What I am hoping for is one 40 page booklet but it looks like the game will be longer. Charlie and I have decided to split it up into at least 3 books. There is no schedule on this but we are hoping sometime in January to release a no art version beta test. Don't really care if it is perfect it just needs to have good content presented where gamers can understand and play it.

Wednesday, December 14, 2011

CFRPG Monsters and how they work.

Goblin AC13+ HD1-1 Move20 Damage 1d6 Weapon and Ranged.


Unless stated otherwise the monster has a chance to hit of 1/2 HD. That is also it's Difficulty + 10 for any saves from it's abilities unless otherwise stated. The 1/2 HD is also the number rolled for any saves or actions done unless otherwise noted.

A Goblin Bloodcaster AC 11 HD3-3 Move20 Damage Staff 1d6.
Has the spells of Magic Missile x3 and Sleep DC 12 to Save.

Nothing more to it than that. But just say you want to create a more "modern" monster. No problem!

Garron Beast AC16 HD7 Move60/30c Bite 1d8, Claws 1d6 x2, Tail 1d6
The Garron Beast is a creature that is know to attack entire parties, They are very intelligent beast and collect treasure for various missions of evil. They can track +3. The Garron Beats appears to look like a cross between a tiger and a lizard. It's origins are unknown but many scholars think Garron Beast are demonic.

Well there seems to be very little difference in function just in how much of the page it takes up.

Tuesday, December 13, 2011

CFRPG Goblin and Dog Man (Kobold)

A few post back I posted the stats for a Goblin and a Kobold for LL and PFRPG. Now I am going to post the stats for CFRPG.

Goblin AC HD1-1 Move2 Damage 1d6 Weapon and Ranged.
Small 4' tall evil stinking humanoids of various bestial looks. They only live to destroy. They are the ancient enemy of the dwarves but the plague all when they come to an area and multiply.

Dog Men AC14+ HD1-3hp Move20 Tricky! Daggers 1d4 or Shortbow 1d6
These are small evil cunning creatures that look like 3' tall men with dog's heads. Also called Kobolds by some! They only exist to breed and kill out mankind and their kin.

That's it. That is all there is to it. If I leave off the description it looks even shorter.

Goblin AC HD1-1 Move2 Damage 1d6 Weapon and Ranged.

Dog Men AC14+ HD1-3hp Move20 Tricky! Daggers 1d4 or Shortbow 1d6

One thing I know when messing with the OSR type rules is simple to write an adventure. Creativity flows with rules-lite that cannot flow as they do with rules heavy.

SO with all the rules out there why the hell am I writing another game? Well I am not writing a Retro Clone per say I am writing a Neo Clone. I was thinking about writing a rules variance for LL/S&W/OSRIC but those are their own game. They have their charm but class race and class race restrictions as well as level limits as well as some of the mechanics just need to be left out and changed. They to me are just not any fun.

My daughter's boyfriend was getting ready to play a Labyrinth Lord/AEC and he wanted to play an Elven Ranger. When I told him of the rules restrictions he just didn't seem interested anymore. Why is that restriction there? For no better reason than to retain the spirit of the old rules and no other. Yes I should have let him just play it but why is the restriction there? It makes no sense. Elves live in the wood and they should be rangers and Druids. The OSR needs to let go of the restrictions and come out with each their own "Unearthed Arcana" rules variations.

At the same time if someone wants to play any old school game restrictions and all I am there!

Rules should be there to facilitate role playing not restrict it. This game I hope will be one of the answers

I have decided that this game will be from the hobbyist approach. This mean the game will be free and I am even going to include instructions on how to print it out and make your own fold over booklets. There are plans to make a version to sell but really it's going to be done for the love of the hobby.

Saturday, December 3, 2011

Some more rantings about CFRPG

The CFRPG is going really well. Editing is happening in spurts in DnD Charlie's life. Far more than I could do being CUT OFF from a full computer and the internet and having severe ADD.

I was having some deep gaming thoughts while trying to cope with work the other day. Agree or disagree with this philosophizing.

Old School = Less Rules but with More Restrictions
New School = More Rules but with Less Restrictions

We all know the More and Less part of the Rules.

What many players DON'T like are the Old School restrictions. Like what? For example in many Retroclones Elves can't be rangers or druids? Why? They live in the freaking woods. It would seem natural that they would be able to be rangers and druids but these restrictions are held onto and in my opinion need to be written out of the next generation of Simulacrums.

Damn these sacred cows!

For many new players the cat is out of the bag on races being able to play the class they want. Every time I pull out an Old School game and start explaining the restrictions of what class each race can play the "this sucks!" face comes out and they just don't play.

This is with new and old players alike. Level limits do the same thing. They chase away players and can't really be explained without forcing the story.

Now I understand that a DM could force his story to explain the rules but that restricts in a small way some of the stories freedom and the player's fun. Now it may not restrict it at first but when your demi-human goes down every time due to lack of hit points and progresses so slow that the player gets bored and gives up because he is not having fun anymore what then?

I want as many race and character options as I can get to be able to play what I want but without the game ever getting rules heavy and I really think the CFRPG has done this very well.

Most of all it's easy to run and easy to play. Fast flowing and large combats are very manageable by Player and GM alike.

The CFRPG will be know as a Neo-Clone as it it's going to be somewhat a Retroclone but with many of the modern options. Most of all it will be easy to run and easy to play! Easy to make a character in about five minutes.

I know the purpose of the retro-clones were to be able to recapture the Old School Style of gaming but so many of the ridiculous restrictions restrict the fun while so much of the New School Style's huge multiple volume rules you have to stop and look up or can't play without computer cut and paste assistance restrict the fun as well.

Now I don't stand here upon a hill poking bears with sticks challenging the powers that be I just have my opinion formed from my observations of what is going on with gaming here lately.

Oh did I also mention that there are plans to have a published version of CFRPG but like many of the clones out there I plan to give it away for free as well. Not only that the books will be in a format to print them out yourselves and put a cardboard cover on it making it look very close to the size and style of the LBBs.

There may even be a small business opportunity in printing them out yourself as well.

Saturday, November 26, 2011

Monster List from CFRPG

Nope Eldrad is not dead. Almost but not yet. Working on monsters.



Here is the Monster List from CFRPG. Damn there seems to be a huge shortage of monsters from level 7th to 11th. Got any ideas out there? I will include the Easy to create monster rules below the monster list so feel free to create away!

Send them to solomanwolf777@yahoo.com


0- Bat Cat Dogmen Goblin Rat

1- Bat,Giant Bee Centipede Dwarves,Dark Dark One Deepmen Dog, Common Dwarf Eagle Elf Elf, Dark Ferret Fey,Tiny Fey,Winged Fly Ghost Halfling Hawk Human Mermaid Orc Rat, Giant Ratmen Skeleton

2-Ant,Worker Baboon Badger Beetle,Blue Cat, Large Cavemen Dinosaur,SC Wardog Dolphin Dryad Fallen Fish,Scaler Flamedead Frogmen Ghoul Gnoll Green Slime Hobgoblin Horse, Pony Lizard, Screamer Ooze, Brown Rat,Dire Saurians Serpent Vampire Spawn Wolf Zombie

3-Ant,Warrior Beetle,Glow Bugbear Camel Choker Cow, Heifer Dinosaur,SH Donkey Horse,Riding Lizard,Spitting Wolfrat Wererat Wight Wolf,Black

4- Ape Bear BlinkDog Cat,Great Centaur Cow,Bull Crab Dino,MC Dopplganger Ethereal Fiend Fish,Reaper Gargoyle Gorgon Harpy Hawk,Giant Horse,War Lizard,Hunter Mule Nymph Oger Pegasus Scorpion Spider,Hunter Tentacle Unicorn Werewolf Wolf,Dire Wraith

5- Beetle,Stag Boar Cockatrice Crocodile Eagle,Giant Elemental Ettercap Ferret,Giant Horse,Work Ooze,Yellow Vampire,Lesser Weasel,Dire

6-Basilisk Bargheist Bear,Grizzley Cat,Sabertooth Cloker Cyclops Demon,Reaver Dinosaur,MH Displacer Drider Elephant Formorian Frog Manticore Minotaur Mummy Rhinoceros Slug Specter Stalker Troll

7- Dragon,Swamp Griffin Oooze,Black

8-Bar,Hunter Chimera Dinosaur,LC Dragon,Forest Giant,Hill Hellhound Shambler

9-Bulette Dragon,Desert Roc Treeman

10-Ant,Queen Bear,Dire Devil Dragon,Fire Ettin Genie Giant,FOrest Hydra Mastodon Rhinoceros,Dire Toad Vampire

11-

12-Dinosaur,LH Devourer

13-

14-

15- Delver

16- Dinosaur,HC

24-Dinosaur,HH

Monster have AC, HD, Movement. The descriptions are deliberately left vague and simple in order for you to customize your game world.

AC is the Armor Class. Here below is the table to explain.
None Skin 10
Padded or tough skin 11
Leather Fur or very tough skin 12
Studded Leather Scales Fur with very tough skin 13
Chain Chitin Bone Plates Wood 14
Scale Stone 15
Plate Metal 16
Shield adds +1,+2, or +3
Small Adds +1
Quick or Tricky Adds +1
Very Quick or Tricky adds +2
Extremely Quick or Tricky +3
Magical +1 and up
Large Subtracts -1
Huge Subtract -2

Armor Class m=Magic is the only way this creature can be harmed. Normal weapons simply bounce off or the wound instantly heals and e=elemental means that the attack must be from some elemental source such as earth, air, fire, or water as described in monster description and s=silver means silver weapons must be used to hit this creature. A Plus + mean Armor can give greater AC

Hit Dice are how many d6 that you roll for the monster's hit points. All monster save at +1 for every 2 hit dice for attacking and any skill check unless there is another modifier listed. Saves against monster's spells or poisons is at 10 + ½ Hit Dice Some monsters may have an additional save against certain types of attacks.

Movement is how many feet the monster moves per round in combat or in a turn on a map. If there are different modes here will be the symbols: Flying = f, Burrowing =b, Jumping = j Swimming = s, and Climbing = c

Making Monsters! I fully expect with these simple rules that you make your own monsters Use the information provided to help you out. Send them to me and I will put them in a future book. AC HD Move

Saturday, November 5, 2011

Hero's Mag PART DUEX!

http://backtothedungeon.blogspot.com/2010/04/heros-mag.html

My Friday, April 2, 2010 post of Hero's Mag a nearly free-form superhero role playing game has a few changes. The number AFTER the result is a difficulty if you want to assign a difficulty number to roll against. The next is an elaboration on character creation. Read the old post and then read this one. What do you think? I was amazed on the negative reaction I got on the Forge. Most gamers can't wrap their head around free-form.



WRITING INSTEAD OF ROLLING A CHARACTER:
When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exist “outside” the game itself. The players write up Characters and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is.

First chose a power level of your character.

Four Color – This is you standard superhero comic book. In this level cars get throw around the place and building are leveled.
Teen Supers – Here the players are young super powered beings with the problems of youth and the problems of superpowers.
Street Level – In this play level the players are against street thugs and mafia. There are a few superheroes and supervillains lurking around but most are low powered.
Epic – Here are the planet sized adventures where the planet, solar system, galaxy, or the very fabric of time and space is in danger. Seven points (or more) Perfection Maximum.

Second Choose a Concept. There is a large list of Super Hero Concepts farther back in the book.

There may be a concept that I missed that's fine write it up and submit it for a future Hero's Mag's Ultimate Concept Book.

Third elaborate on the character's concept.

Here are a few guidelines called the 8 Ms. Discuss the 8 Ms of the character concept if they are above or below average.
-Might or how resistant to damage and harm.
-Muscle or how strong you are compared to an average human.
-Moves or your agility and speed.
-Mind as is how strong mind is and will power.
-Manipulation as in your personality and manipulative ability.
-Martial as in your raw brawling ability.
-Missile as in your accuracy at ranged combat.
-Mystical is your intuition and ability to manipulate arcane forces.
What is his physical description? What is his personality?

Forth discuss your Powers, Abilities, Devices, and Skills.

How powerful they are and what they do. It's fine to add an array of powers, devices, and abilities just don't go overboard.

Fifth is background.

Does your character have a life other than super heroics? What does he do for a living? What hobbies does he have? What is his social status and wealth? Many of these backgrounds will provide skills and abilities that may provide useful in some game events.

Sixth is Mental and Physical Condition

Does your character have a bad back? Is he afraid of the dark? Has he an addiction to drugs? Is he completely healthy? All these are noted on the sheet. This is also the area where you note damage from combat.

Seventh is Equipment

What do you have equipment wise? You and the game master get together and discuss your hero's equipment and then your person equipment such as home and cars.

Eighth guideline is all these “rules” are just guidelines! The point is to have fun!

Friday, October 7, 2011

Edition Likes and Dislikes

What do you like about...

1. OD&D
2. Basic D&D
3. AD&D 1st
4. AD&D 2nd
5. D&D 3rd
6. D&D 3.5
7. D&D 4th
8. Pathfinder

What do you dislike about...

1. OD&D
2. Basic D&D
3. AD&D 1st
4. AD&D 2nd
5. D&D 3rd
6. D&D 3.5
7. D&D 4th
8. Pathfinder

I want to know what you like and dislike about the different versions of the game.

Saturday, October 1, 2011

CFRPG Update.

Well my partner in crime D&D Charlie on my yahoo group has been pecking away as the editor of my CFRPG. So far he has the document looking professional. I got kinda teary eyed on how good he made it look.

I never seem to have time to keep this going but seeing all organized is well INSPIRING!

So far there has been no open bridge between the old and new school gaming and I hope this may be the answer for a few people. Old school simplicity of rules with new school options WITHOUT getting bogged down in huge rulebooks.

Easy to run and easy to play.

Free to very cheap, pay if you like it or not, free to kids, print it yourself, make copies for your friends, distribution model. Once perfected there could be a POD version but that is far away for now.

I hope other people take the rules and...
Make books of more spells!
Make monster manuals!
Make more races and classes! More options the better but still keep em simple.
Make Modules! Lots of modules!
Fanzines!
Living Campaign Based on your real world geography?
Would people oppose a free approval process where one's creation would be checked over and approved so not to come out with a game killing class or race?

So is there room for another retro-clone? Yes, No, and Maybe.

Is there room for a Bridge-Clone? OR whatever you want to call what the heck we are doing? I don't know. I will have to hear what people think.

Saturday, September 24, 2011

Labyrinth Lord and Pathfinder Stats for the Goblin and Kobold

Let's compare these two easy to kill iconic monsters. One set of stats from Labyrinth Lord and one set from Pathfinder.

A full page Stat Block for a monster that can be killed one hit.

Has modern gaming went to far?


Goblin
#Enc. 2d4 (6d10), AL C, MV 60` (20`), AC 6, HD 1 -1, #AT 1 (weapon), THAC0 19, DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX), XP 5, BOOK LL, PAGE 78


Goblin

This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.

Goblin CR 1/3

XP 135

Goblin warrior 1

NE Small humanoid (goblinoid)

Init +6; Senses darkvision 60 ft.; Perception –1

Defense

AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)

hp 6 (1d10+1)

Fort +3, Ref +2, Will –1

Offense

Speed 30 ft.

Melee short sword +2 (1d4/19–20)

Ranged short bow +4 (1d4/×3)

Statistics

Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6

Base Atk +1; CMB +0; CMD 12

Feats Improved Initiative

Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth

Languages Goblin

Ecology

Environment temperate forest and plains (usually coastal regions)

Organization gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th–8th level; and 10–40 goblin dogs, wolves, or worgs)

Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)

Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.

Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.

Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.


Kobold
#Enc. 4d4 (6d10), AL C, MV 60` (20`), AC 7, HD 1d4 hp, #AT 1 (weapon), THAC0 19, DG 1d4 or weapon -1, SV 0 human, ML 6, THC I (XIII), XP 5, BOOK LL, PAGE 83


Kobold

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.

Kobold CR 1/4

XP 100

Kobold warrior 1

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5

Defense

AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 5 (1d10)

Fort +2, Ref +1, Will –1

Weaknesses light sensitivity

Offense

Speed 30 ft.

Melee spear +1 (1d6–1)

Ranged sling +3 (1d3-1)

Statistics

Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8

Base Atk +1; CMB –1; CMD 10

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

Languages Common, Draconic

SQ crafty

Ecology

Environment temperate underground or deep forest

Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)

Treasure NPC gear (leather armor, spear, sling, other treasure)

Special Abilities

Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.

While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

Sunday, September 18, 2011

Return of the Heroes

Return of the Heroes

So what is a Return of the Heroes? It's the game to get some of the old group back together as well as invite new ones. First of all you need to have everyone recollect their favorite characters or a combination of their favorite characters. Give them 6050 XP and start (re)making characters. You could also make the players the children of their favorite characters! Tell them to not buy equipment as you the DM will make an equipment list for them. Give them a minor few magic items and such.

Next start with the adventure. Try and reuse or rehash old villains (or the children of the villains). This automatically makes the party join together and be ready to fight. Remake and expand you dungeons of old. Really go all out on this.

Ronvug that evil wizard is now a Lich and he has many minions out there! The players will have to get more powerful to defeat him!

Deep in the the wilderness in the middle of a caravan attack is how it needs to start and the goal is the Tavern in the small walled keep or town!

Where were the characters coming from? Were they at war or on a quest that required them to all separate and years later come back together?

Now they have all received a summons to return to their old meeting place. They have heard dark news that their old enemy (or his offspring) have returned.

It is a time for the Return of the Heroes!

Saturday, September 3, 2011

BLAH

Due to lack of time interest and drive I am putting CFRPG on the backburner and just working with LL/AEC for now and my setting. When I get a good few weeks off with money in the bank I may sit back and finish...or...start and stop on it again.

Writing a game is hard...

If any of you in the Yahoo Group want to work on the skeleton that I have feel free to do so. For the love of god someone please correct my grammar and layout.

Sunday, August 21, 2011

What Do YOU want out of a Classic Fantasy Role Playing Game?




What Do YOU want out of a Classic Fantasy Role Playing Game?

So what I am asking is for the people who have not made their own Old School Rules (but want too!) is to join with me in making the ultimate/kinda good mixture of Old School with New School Options rules set.

This game may be the ANSWER that you have been looking for.

Hobbyist need to apply! Join me and at least get credit for helping make this game. Are you are sick of the Simulacrums that repeat the rule restrictions of the old days.I never really liked Race Classes. No skills and feats! Quick to make a character. NO FULL PAGE MONSTER STATS!

EASY to run and EASY to play!

This game could be the ANSWER that you have been looking for. If not still have fun with what you like to do!

Join me at http://games.groups.yahoo.com/group/CFRPGOSR/.

IF you are not satisfied with what rule systems are out there then Join us!!!
We need to combine the new school with the old school to achieve the gaming independence that we truly want!

You need and want to have a game that is simple to create a story. As a GM in the CFRPG you CAN create any story you want.

The goal is to make one complete rulebook then from there expand by making Books of Magic, Monster Books, Class and Race Books all made by others. Of course it will have to go through approval process but nothing too stringent.

I plan to if ever I finish my/our game to have it free and/or cheap.

If you want to help then join my Yahoo Group.

PS: Send me your email and I will send you a copy as well. Be warned it's not edited or finished.

Saturday, August 13, 2011

Why do some think Dungeons Suck?




Why do some think Dungeons Suck?

You hear this crap all the time from old and new school gamers. With a defiant sniff...

"Me and my players don't like dungeons. We believe in deep role-playing. Dungeons are so boring. Just going from room to room killing stuff, It's so boring and blah."

Well Then whomever has been running (and writing) your dungeon needs a bit of schooling. If you limit your game to "no dungeons" then you are doing it wrong.

FIRST When creating a dungeon don't just make rooms fill it with monsters and start playing.

ADD FLAVOR!

All dungeons should have their first purpose before they were dungeons. In my huge megadungeon "The Black Stairs" it was originally an underground colony from some unknown time.

An underground city populated by humans long ago then something terrible happened! It seems they all just disappeared or left in a great hurry.

Nature should also play a role in a dungeon. In the black Stairs water has worked it's way in many places. There are two waterfalls that now pour through huge holes that go deep into the dungeon never filling it up. In some cases if one drops down can access the dungeon from multiple ways other than the front door.

There are also chimneys that are pouring out smoke from unknown depths as well as tracks and trails showing that this dungeon is a living place.

Dungeons should also have factions and some some way of trade and commerce though some are connected to the mythic underworld and have no rhyme or reason to them.

If a dungeon is large enough then there should also be various interested parties other than the PCs. In my Labyrinth Lord version there is a huge group of NPCs that belong to the local adventurer's guild who have staked "official" claim to the dungeon. A large party of over 12 NPCs. Always increase NPCs if the players were foolish enough to go back to town and brag on their adventures and show off all the treasure they found.

In the Pathfinder version I did not have time to make them (Cause the system is a clunky mess of too many rules) so they are just found dead.

You should use various descriptions to portray a sense of ancientness and oldness. The players should be able to feel the textures and smell the smells of the place.

Also make odd traps and tricks that strike the fear of death into the players.

Add elements of video games such as doors that can ONLY be unlocked by certain magical keys.

Have various NPCs from civilization give the players quest to find certain objects within the dungeon.

Let many treasures not all be gold jewels and gems. Sometimes and ancient set of books, tapestries, furniture, clothing, wine, or whatever can be the most valuable treasure.

Many intelligent monsters will be ready for the next visit of the adventurers with ambush and traps.

Maybe even a less intelligent pet is corralled for the PCs to encounter...

ANON






Sunday, August 7, 2011

Update on Classes


Well nothing new under the gaming sun. Just a simplified D20 system that harkens to the old days. A special "If you roll a "20" SOMETHING cool happens" mechanic.

So far my test character an Elvin Thief took only 5 minutes to create.

Easy to Run, Easy to Play:ETRETP! Would Etretp be a good name for an RPG? Kinda stupid yet catchy!

Not finished, bad grammar, bad editing, lack of attention span, no time to write, and other excuses.

Wonder whatever happened to my free file posting site? It did not work and the guy never emailed me back....


CLASSES

Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause. A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the “right” path to take. Can turn undead. Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor. When a Cleric rolls a natural “20” every ally gets 1d6 healing and all undead take 1d6 damage in Wisdom radius in feet and 1d6 spell levels are recharged. Every two levels the dice increases. +1 to hit every 4 levels. 8 HP+ 1d8 a level.

Fighting Men
The brave and strong Fighting man is the backbone of any adventuring group. The Fighting Man answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play. A Fighting Man must have a Strength of 9 or more. The Fighting man may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use. The Fighting man may also use his Intelligence to see the quality of weapons and armor. A fighting man may also use his Wisdom to keep control of his horse or other steed. You are proficient in all weapons and armor. Fighters get the Critical Hit ability. When they roll a natural “20” they automatically do triple damage. This damage continues to cleave to the next monster if the first one dies from the massive damage. Critical hits improve to x4 at 4th level x 5 at 8th level improving every 4 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.

Magic-Users
The magic user is the wizard and witch of old. They can cast many spells but are untrained at all forms of weapons and armor. A magic User must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. Can cast Arcane Spells. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Has 2+ Int bonus of 0 level spells and 1 plus Int bonus of first level spells plus ALL magic-users have Read Magic for free. The magic-user must look for or buy any future spell he needs to cast. Can create scrolls at 1st level and create magic items at 7th level and beyond. Has the ability of Wand Use if he buys the proper wand of power. Can poorly use any weapons and armor but cannot cast in armor. The Magic-User does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels. +1 to hit every 6 levels. 6 HP+ 1d6 a level.

Thief
The Thief is a trained criminal. He is the master of stealth and locks. You are a Thief. You must Have Dexterity of 9 or more. A wisdom of 9 or more is helpful also. A thief can use his Dexterity to pick locks, pick pockets, disarm traps, do acrobatic feats, and move completely silently. He uses his Wisdom to hear noises that no one else can hear, find traps, and hide in the shadows. The thief uses his Strength to scale sheer surfaces that no one else can provided there is some sort of grip. The thief also has a secret language called thief’s cant. If the thief can sneak up on a person or do a surprise attack it does extra damage. Last but not least the Thief may use his Charisma to trick a magic item into working for him that would otherwise only work for another class. You can use any weapons and wear any armor but can only do most thieving in Leather Armor. If medium or higher armor is worn subtract one point from any thieving skills you try for every point past AC 12. You can also do a sneak attack that does +1D6 every 4 levels. On a natural “20” a thief may Slow an opponent causing him to move at half speed until healed, Stun the opponent for 1d4 rounds, or cause 1 point bleeding for 1d6 rounds. +1 to hit every 4 levels. 6 HP+ 1d6 a level.

Assassin
Assassins are hired killers. To be an assassin one must have a Strength of 9, Dexterity and Wisdom of 12 or more. They specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons and armor. An assassin has all the abilities of a thief but not as good. If the assassin uses his Intelligence he may brew up poisons. He uses his Wisdom to shadow a victim. If medium or higher armor is worn subtract one point for every point past AC 12. On a natural “20” the Assassin may Eviscerate an opponent causing instant death unless the victim saves 10 + damage done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4 to all actions, or Gimped giving you -2 to all actions and half speed. +1 to hit every 4 levels. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Unarmed Attack. 8 HP+ 1d8 a level.

Barbarian
Barbarians are warriors from primitive civilizations. To be a barbarian one must have a Strength and Constitution of 14 or more. They tend to distrust magic and have trouble with any technology greater than Stone Age. Barbarians tend to use large two-handed weapons. Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief. They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less. They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs. They use their Wisdom to sense the weather and wilderness survival. They use their Charisma to intimidate and push around lesser people. With two handed weapons may cleave +1 creature per level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. This means that when you kill one creature your blade passes through it to the next creature. You continue this until you run out of cleaves or movement. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Must roll Wis or Higher to come out of Rage. All barbarians gain +5 Movement every 2 levels. On a natural “20” you hit all adjacent friend or foe sending them flying 10 feet and stunning them for one round. The distance increases by 10ft every 5 levels. The flying opponents take 1d6 per 10 ft thrown. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.

Bard
A bard is a jack of all trades using his Charisma to influence others and cast magic. The bard is a traveling teller of tales and magician. A bard must have a Dexterity and Charisma of 12 or more. If medium or higher armor is worn subtract one point for every point past AC 12. A bard has all the skills a thief does but not as good. The bard also can use his Charisma to con, Seduce, charm, and convince people to do his bidding. He uses his Intelligence to see if he knows and lore or theology like a druid, wizard, or cleric just not as good. The bard knows spells like a sorcerer but picks them from any of the spell list. Leather Armor Only and Can use any weapons. On a natural “20” the Bard Inspires everyone to get a free attack at +2. +1 to hit every 4 levels. 8 HP+1d8 a level.

Druid
A druid is an priest of nature. He has many powers and abilities to protect the wilderness. A druid must have a Wisdom and Constitution of 9 or more. The druid can use his Intelligence or Wisdom to see if he has any Lore about survival, plants, animals, or the weather. The Druid also has the ability to use his Wisdom to sense the unnatural when he is in a natural setting. Natural Weapons and Armor only. On a natural “20” the Druid releases Nature's Fury! This causes 1d6 damage and unable to move to all enemies in Wisdom Radius. The exact description is up to the individual Druid of what is causing the effect such as lighting, entangling vines, or insects. +1 to hit every 4 levels. 8 HP+ 1d8 a level. Has Spells from the Druid list.

Monk
A monk is a trained martial artist. A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. All Monks gain +5 Movement every 2 levels. On a natural “20” The monk can do a Flurry of Blows hitting 1d6 hits, Knockback 10-60 ft, Shout that stuns the opponent for 1d6 rounds, Knockdown and stun all adjacent for one round, or Leap 10-60 ft onto and enemy. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.

Noble
The noble is a steadfast fighter and natural leader. The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold. On a natural “20” you may Command all allies to move and attack as a free action and get a +2 to the attack. +1 to hit every 4 levels. 8 HP+1d8 a level.

Paladin
A paladin is a holy knight. The paladin may use his Wisdom to sense evil within a 20 foot radius. This ability automatically works within five foot of the Paladin. The Paladin may also use his Intelligence to see if he has any Lore like a Magic User or Cleric just not as good. He also has the Lore of Demons and Devils. The Paladin may also use his Charisma to command and inspire his party. He uses his Wisdom to ride his steed into combat. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. The paladin can heal his Charisma bonus plus 2 Hit Points a level per day. Cast cleric spells at -5 Levels. On a natural “20” you get a Divine Strike which works as an assassins Evisceration against evil opponents. You get +1 to hit every 2 levels. 10HP+ 1d10 a level.

Ranger
The Ranger is a warrior and a scout who is very skilled in wilderness survival. The ranger uses his Strength to climb great cliffs and trees as well as great leaps. The Dexterity attribute for Stealth and Trapsetting. His Constitution for endurance to keep running far longer than others before tiring. He uses his Wisdom for the Lore of Beast, Weather Sense, Tracking and Survival in the wilderness. He uses his Charisma for calming wild beast. If medium or higher armor is worn subtract one point for every point past AC 14. Humanoid Hatred gives the Ranger +1 every 2 Levels to Damage Done. +1 Bow attacks. May fight with offhand weapon at –2 to hit if wearing Chainmail or less. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. Cast Spells as Druid -5 levels. On a natural “20” you get a Healing Surge and heal yourself of 1d6 damage every two levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.

Sorcerer
A sorcerer is a caster of magic much like a magic user except that his magic is not learned it comes naturally. A Sorcerer must have a Charisma of 9 or more. Sorcerers always look odd or exotic and tend to look in a certain way such as angelic, bestial, draconic, or (or whatever) demonic. The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. He may use his Intelligence for lore but past that he knows very little. He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is. The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Sorcerers know half of the spells that can use per day rounded down and naturally gain spells whenever they gain a level. Unlike wizards they do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells per level. They can use any weapons and armor but cannot cast in armor. On a natural “20” the sorcerer does a Sorcerer Storm that does 1d6 damage plus blasted back 10 feet every two levels at Charisma Radius. +1 to hit every 6 levels. 6HP +1d6HP a level.

Spellblade
The spellblade has all the abilities of a fighting man and a magic-user. Unlike a magic user he can wear armor but he is limited to chainmail and cannot use a shield. The spellblade starts off with all the abilities of a fighter and a magic-user at first level and his spell casting goes up every odd level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. On a natural “20” uncontrolled energy surges through blade doing and additional 1d6 a level damage to one opponent. +1 to hit every 4 levels. 8HP+1d8HP a level.

Wanderer
A wanderer is a character that is not a standard adventurer type and when you roll too low to be any useful class. He can start off by using leather armor and can increase his armor by every five levels. All wanderers have dumb luck once per day per level where they can re roll any failed roll. What he does with his abilities is up to the Game master and the players. Many can dabble in the use of magic items although not as good as a thief. Their Critical hits go up every eight levels but start out at only x2 damage. On a natural “20” all allies get +2 to any one action and all opponents get -2 to their next action. +1 to hit every 4 levels. 6 HP+ 1d6 a level.

Saturday, July 23, 2011

Star Wars Empire at War: Gold Pack



If you are one of the very few who has the computer that this game is compatible with then you are lucky. If you have the older versions then don't respond because you don't have the problem. All I get is the Lucasarts Intro Sound and a white box. Cosmi was nice enough to send me a replacement but it does not work either. I have two copies of crap.

Don't buy Star Wars Empire at War Gold Pack. I hope I can get my money back from Wal Mart.

Their release of SW Battlefield II was also a glich filled stinker which was never patched either.

Lucasarts as usual are ignoring their customers. How can Lucasarts keep releasing glich filled crap? Do us a favor Lucasarts. Get out of the video game business if you don't give a damn about your customers.

What happened to the excellent titles like Jedi Knights and X-Wing and Rebel Assault?

Friday, July 15, 2011

Rolling a 20 will mean something again!


I am thinking about expanding the natural "20" to do something cool every time it is rolled.

Here are a few ideas.

Clerics
HOLY Healing Strike!!!!! Heals 1d6 HP per level to all friends within Wis in feet and damages all undead.

Fighting Men
Fighters get the Critical Hit ability. When they roll a natural “20” they automatically do triple damage. This damage continues to cleave to the next monster if the first one dies from the massive damage. Critical hits improve to x4 at 4th level x 5 at 8th level improving every 4 levels.
EXTREME DAMAGE!!!!


Magic-Users
RECHARGING BLAST!!!! Spells are recharged? I will have to think about that.

Thief
KNOCKOUT STRIKE!!! or BLEEDING or SLOWING

Assassin
EVISERATION!!! Save or die.


Barbarian
Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage.
KNOCKBACK STRIKE!!! All victims that don't die are thrown back 5ft per +1 of Strength.


Bard
EMOTIONAL/INSPIRED BLAST!!! Everyone gets a free attack and +2 to hit


Druid
NATURAL FURY!!!! Storm clouds burst around Druid doing 1d6 a level in Wis radius damage to all enemies.

Monk
FLURRY OF BLOWS!!!! Monk gets 1d6+Level hits.

Noble
COMMAND AND MOVE!!!! Everyone gets a free movement and attack and +2 to damage

Paladin
Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage.
DIVINE STRIKE Any unholy or undead creature must save or die.

Ranger
Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage.
FLURRY!!! Many dual weapon attacks or many Arrows fly

Sorcerer
EXPLODING!!! All enemies within Chr range take 1d6 per level.

Spellblade
Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. +1 to hit every 4 levels. 8HP+1d8HP a level.
MAGIC BLADE BLAST!!!!!All enemies within Int range take 1d6 every 2 levels.

Wanderer
Their Critical hits go up every eight levels but start out at only x2 damage.
LUCKY TO EVERYBODY!!! Everyone gets to roll 2 dice and pick the best.

Sunday, July 10, 2011

Classes Updated


I may have a few more classes to add soon. I want all the options that I can get.

CLASSES

Clerics
The cleric is a priest of the old and ancient gods. He heals the sick and uses the powers from his god to further his gods cause. A cleric must have a Wisdom of 9 or more. A cleric may use his Wisdom to receive an insight from his god. He also may use his Intelligence on questions of Lore and Theology. The Cleric may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. The Cleric may also use his Charisma to preach to people to keep their spirits up and convince them of the “right” path to take. Can turn undead. Can cast Cleric Spells. He is able to fight quite well and can use any armor. The various religions restrict most clerics to blunt weapons though some gods allow for their chosen weapons. A cleric may convert any memorized spell into a healing spell at will. May use Chosen weapons of God. May wear any armor. +1 to hit every 4 levels. 8 HP+ 1d8 a level.

Fighting Men
The brave and strong Fighting man is the backbone of any adventuring group. The Fighting Man answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play. A Fighting Man must have a Strength of 9 or more. The Fighting man may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use. The Fighting man may also use his Intelligence to see the quality of weapons and armor. A fighting man may also use his Wisdom to keep control of his horse or other steed. You are proficient in all weapons and armor. Fighters get the Critical Hit ability. When they roll a natural “20” they automatically do triple damage. This damage continues to cleave to the next monster if the first one dies from the massive damage. Critical hits improve to x4 at 4th level x 5 at 8th level improving every 4 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.

Magic-Users
The magic user is the wizard and witch of old. They can cast many spells but are untrained at all forms of weapons and armor. A magic User must have an Intelligence of 9 or more. A magic user may use his intelligence to see if he knows any lore about any certain occult subjects. Can cast Arcane Spells. The magic user may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done. Has 2+ Int bonus of 0 level spells and 1 plus Int bonus of first level spells plus ALL magic-users have Read Magic for free. The magic-user must look for or buy any future spell he needs to cast. Can create scrolls at 1st level and create magic items at 7th level and beyond. Has the ability of Wand Use if he buys the proper wand of power. Can poorly use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 6 HP+ 1d6 a level.

Thief
The Thief is a trained criminal. He is the master of stealth and locks. You are a Thief. You must Have Dexterity of 9 or more. A wisdom of 9 or more is helpful also. A thief can use his Dexterity to pick locks, pick pockets, disarm traps, do acrobatic feats, and move completely silently. He uses his Wisdom to hear noises that no one else can hear, find traps, and hide in the shadows. The thief uses his Strength to scale sheer surfaces that no one else can provided there is some sort of grip. The thief also has a secret language called thief’s cant. If the thief can sneak up on a person or do a surprise attack it does extra damage. Last but not least the Thief may use his Charisma to trick a magic item into working for him that would otherwise only work for another class. You can use any weapons and wear any armor but can only do most thieving in Leather Armor. If medium or higher armor is worn subtract one point from any thieving skills you try for every point past AC 12. You can also do a sneak attack that does +1D6 every 4 levels. +1 to hit every 4 levels. 6 HP+ 1d6 a level.













Other Classes
Assassin
Assassins are hired killers. To be an assassin one must have a Strength of 9, Dexterity and Wisdom of 12 or more. They specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons and armor. An assassin has all the abilities of a thief but not as good. If the assassin uses his Intelligence he may brew up poisons. He uses his Wisdom to shadow a victim. If medium or higher armor is worn subtract one point for every point past AC 12. +1 to hit every 4 levels. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Unarmed Attack. 8 HP+ 1d8 a level.

Barbarian
Barbarians are warriors from primitive civilizations. To be a barbarian one must have a Strength and Constitution of 14 or more. They tend to distrust magic and have trouble with any technology greater than Stone Age. Barbarians tend to use large two-handed weapons. Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief. They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less. They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs. They use their Wisdom to sense the weather and wilderness survival. They use their Charisma to intimidate and push around lesser people. With two handed weapons may cleave +1 creature per level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. This means that when you kill one creature your blade passes through it to the next creature. You continue this until you run out of cleaves or movement. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Must roll Wis or Higher to come out of Rage. All barbarians gain +5 Movement every 2 levels. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.

Bard
A bard is a jack of all trades using his Charisma to influence others and cast magic. The bard is a traveling teller of tales and magician. A bard must have a Dexterity and Charisma of 12 or more. If medium or higher armor is worn subtract one point for every point past AC 12. A bard has all the skills a thief does but not as good. The bard also can use his Charisma to con, Seduce, charm, and convince people to do his bidding. He uses his Intelligence to see if he knows and lore or theology like a druid, wizard, or cleric just not as good. The bard knows spells like a sorcerer but picks them from any of the spell list. Leather Armor Only and Can use any weapons. +1 to hit every 4 levels. 8 HP+1d8 a level.

Druid
A druid is an priest of nature. He has many powers and abilities to protect the wilderness. A druid must have a Wisdom and Constitution of 9 or more. The druid can use his Intelligence or Wisdom to see if he has any Lore about survival, plants, animals, or the weather. The Druid also has the ability to use his Wisdom to sense the unnatural when he is in a natural setting. Natural Weapons and Armor only. +1 to hit every 4 levels. 8 HP+ 1d8 a level. Has Spells from the Druid list.

Monk
A monk is a trained martial artist. A monk does 1d6 per hand to hand attack adding another 1d6 every 2 levels as a separate attack. A monks defense goes up one every two levels as well. A monk adds five feet to his fall distance every two levels. The monk is immune to any from of mind control and illusions at eighth level and is immune to any quest or geas at tenth. A monk may fake death at fifth level. The monk can use his Dexterity to do incredible acrobatic feats far better than the thief as well as scale sheer surfaces, move silently, and hide in shadows. The Monk may use his Wisdom to sense danger far better than any other character. The Monk can use his Wisdom or Intelligence on minor Lore questions. All Monks gain +5 Movement every 2 levels. You get +1 to hit every 2 levels. 12 HP+ 1d12 a level.

Noble
The noble is a steadfast fighter and natural leader. The noble uses his Intelligence to recall many subjects of Lore and Heraldry. He uses his Wisdom to perceive the true motives of others. The noble also uses his Charisma to inspire or intimidate others. Many dabble in the use of magic items and scrolls as their training in lore allow them to use such things. The noble doubles the amount of starting gold. +1 to hit every 4 levels. 8 HP+1d8 a level.







Paladin
A paladin is a holy knight. The paladin may use his Wisdom to sense evil within a 20 foot radius. This ability automatically works within five foot of the Paladin. The Paladin may also use his Intelligence to see if he has any Lore like a Magic User or Cleric just not as good. He also has the Lore of Demons and Devils. The Paladin may also use his Charisma to command and inspire his party. He uses his Wisdom to ride his steed into combat. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. The paladin can heal his Charisma bonus plus 2 Hit Points a level per day. Cast cleric spells at -5 Levels. You get +1 to hit every 2 levels. 10HP+ 1d10 a level.

Ranger
The Ranger is a warrior and a scout who is very skilled in wilderness survival. The ranger uses his Strength to climb great cliffs and trees as well as great leaps. The Dexterity attribute for Stealth and Trapsetting. His Constitution for endurance to keep running far longer than others before tiring. He uses his Wisdom for the Lore of Beast, Weather Sense, Tracking and Survival in the wilderness. He uses his Charisma for calming wild beast. If medium or higher armor is worn subtract one point for every point past AC 14. Humanoid Hatred gives the Ranger +1 every 2 Levels to Damage Done. +1 Bow attacks. May fight with offhand weapon at –2 to hit if wearing Chainmail or less. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. Cast Spells as Druid -5 levels. You get +1 to hit every 2 levels. 10 HP+ 1d10 a level.

Sorcerer
A sorcerer is a caster of magic much like a magic user except that his magic is not learned it comes naturally. A Sorcerer must have a Charisma of 9 or more. Sorcerers always look odd or exotic and tend to look in a certain way such as angelic, bestial, draconic, or (or whatever) demonic. The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. He may use his Intelligence for lore but past that he knows very little. He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is. The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Sorcerers know half of the spells that can use per day rounded down and naturally gain spells whenever they gain a level. Unlike wizards they do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells per level. They can use any weapons and armor but cannot cast in armor. +1 to hit every 6 levels. 6HP +1d6HP a level.

Spellblade
The spellblade has all the abilities of a fighting man and a magic-user. Unlike a magic user he can wear armor but he is limited to chainmail and cannot use a shield. The spellblade starts off with all the abilities of a fighter and a magic-user at first level and his spell casting goes up every odd level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. +1 to hit every 4 levels. 8HP+1d8HP a level.

Wanderer
A wanderer is a character that is not a standard adventurer type and when you roll too low to be any useful class. He can start off by using leather armor and can increase his armor by every five levels. All wanderers have dumb luck once per day per level where they can re roll any failed roll. What he does with his abilities is up to the Game master and the players. Many can dabble in the use of magic items although not as good as a thief. Their Critical hits go up every eight levels but start out at only x2 damage. +1 to hit every 4 levels. 6 HP+ 1d6 a level.

Saturday, July 9, 2011

Attributes and their uses.

Using Attributes
The simple way is to roll a D20 and add the Attribute bonus (or subtract) plus ½ your level. Every 4 levels you get to improve one attribute by 1. The higher the roll the better the result. Some tasks have a difficulty number. The game master may require the Player to write a good character history to determine background skills.

DIFFICULTY NUMBER or DN
Easy 5
Average 10
Moderate 15
Hard 20
Impossible 25+

Backgrounds as Skills
Instead of a huge complicated skill list you just make up a background and from there you get your skills. For instance if you say your character was raised on a farm he would have the knowledges that a rural farm boy would have such as tending to crops and animals, barn building, and a few wood wise skills as well. A city dwelling character would have different knowledges as well. The game master will be the final decider on what a character can have as there will always be the player that tries to great at everything. Give anyone wanting a background as such many troubles that such an adventurous background would give.

Hope to soon have a file hosting site to use.

Friday, June 24, 2011

My non-Perfect RPG

Well I finished my races, classes, spells, equipment, monsters, and NOT treasure.

Monsters ah Monsters, they are just mostly 3 stats. AC HD and Move with a brief description of damage and the monster.

After spells, Treasure Tables really suck. Have not made any yet. Oh how I dread.

I mean my spells are still only BARELY described hoping that GM Fiat and judgement will make the final decision.

The best part of the game is GM Fiat. The GM not the rules are the ultimate judge in this game. The other part is the GM not the players need to learn the rules. The players will just play their characters and have fun.

I also made the game to be played FAST! I decided on using the BASIC style of initiative.

It works.

It works with HUGE combats.

The game should be easy to run most of all and allow the GM to tell a story with fast action and deep story. EASY to run!

Hope to playtest this 4th of July with my Pathfinder Group as I am running out of patience with PFRPG.

I hope to start a spark and let it burn. This is not going to be another Simulacrum but a hybrid of old and new.

I hope that I can get comments good or bad to let me make this into a great RPG. I know that there will be many disagreement from those who have their own ideas but I have been gaming for 30 years and I know what makes a great game despite the intent of other designers.

No one purposely designs a game bad they just don't think of the practicality of their rules all the way through.

The Old School stuff I left out was Level Limits, Racial Limits, Weapon vs Armor Restrictions, and other stuff...

New School I left out Skills, Feats, Whole Page Monster Stat Blocks, Stupid Huge Hit Point Amounts, Level Adjustments and many other things.

Well been drinking and got to get ready for bed and work.

Thursday, June 16, 2011

Feats defeat.

Well why were Feats created? In new school gaming the idea was to provide a way to do cool things.

Like tripping someone.

But why do you need a Feat to do things?

In a game with Gamemaster Fiat things such as a bullrush, trip, sundering of a weapon were done on the fly by adding a few points of difficulty to the too hit number or subtracting from the player's roll.

Wow in this short article I just provided you with an unlimited source and list of feats.

Sunday, April 17, 2011

Lord of the Rings Bonus Features!

Lord of the Rings Bonus Features!

THE APPENDICES PART V: "The War of the Ring"
Disc intro by director Peter Jackson
"J.R.R. Tolkien: The Legacy of Middle-earth" documentary

From Book to Script:
"From Book to Script: Forging the Final Chapter" documentary
Abandoned Concept: Aragorn Battles Sauron

Designing and Building Middle-earth
"Designing Middle-earth" documentary
"Big-atures" documentary
"Weta Workshop" documentary
"Costume Design" documentary

Design Galleries - 2,123 images
The Peoples of Middle-earth (galleries with docent audio)
The Realms of Middle-earth (galleries with docent audio)
Miniatures (galleries with docent audio)
"Home of the Horse Lords" documentary

"Middle-earth Atlas: Tracing the Journeys of the Fellowship" interactive map
"New Zealand as Middle-earth" interactive map w/on-location footage
THE APPENDICES PART VI: "The Passing of an Age"
Disc intro by Elijah Wood, Sean Astin, Billy Boyd and Dominic Monaghan

Filming The Return of the King
"Cameras in Middle-earth" documentary
Production Photos (gallery) - 69 images

Visual Effects
"Weta Digital" documentary
"The Mumakil Battle" demonstration / multi-angle interactive feature

Post Production: Journey's End
"Editorial: Completing the Trilogy" documentary
"Music for Middle-earth" documentary
"The Soundscapes of Middle-earth" documentary
"The End of All Things" documentary
"The Passing of an Age" documentary

Cameron Duncan: The Inspiration for "Into the West"
"Cameron Duncan: The Inspiration for 'Into the West'" documentary
"DFK6498" short film
"Strike Zone" short film

Here are great short films and such. Great inspiration for creating a setting. Details that you can use for your games. There are many small details that one might not think of. Damn I was going to write more but it's really tough right now.

Monday, April 11, 2011

How the hell do you do it?



Oh lord it is really hard! Get your minds out of the gutter slimes! It's really hard to write a freaking game. Even simulacrums that many accuse of it being "just copying". Well you shut the F*&^%K up and try to do it yourself. Oh I didn't think so Beeearch!

Many of us have "a take on what we would like to see" and THINK we can do it to but NOOOO! You won't and you can't. Either no free time or not the patience when there is free time. I envy those with that little extra spark that can get off their ass and write a game.

Hell trying to write up a decent module with production value is a task as well.

Lord knows I have built and burnt down my take on the OSR rules and such. Then loooooooose interest and then write a few lines. Should I truck on or gather a team? Should I just write a supplement of house rules? Damn a game is a huge undertaking!

SO my question to all writers and creators is : "How the hell do you do it?"

Sunday, April 10, 2011

More Adventure Updates.

03-05-11
PLAYERS:
Tony - Dwarf Cleric
Carson - Dwarf Fighter
Jade - Half-Elf Sorceress
Machelle - Drow Rogue
Ryan - Human Fighter

XP:
Machelle was brought up to 2nd level by escaping her zoo prison. So from there:
250 + 280 = 530 XP Each
Ryan also had an additional 200XP, I believe.

LOOT:
Potions - Magic Fang, Grease, Bless Weapon, Cat's Grace, Delay Poison, and
Protect from Energy III (Cold)
Scrolls - Magic Missile, Detect Secret Doors, Eagle's Splendor, Sephia Snake
Sigil, Fireball
Longsword +1 --> Human Fighter
Bag of Dust --> Drow Rogue
Bag of Purple Powder --> Drow Rogue
Large Jade Key
400 GP
2000 SP
10,000 CP (yeah, really)
Headmisstress' Diary
8 Hand Crossbows
8 Rapiers
5 Gems (unknown value)

NOTES:
As will be told in the next session summary, the Drow, Sorceress, and Dwarf
Fighter disappeared once we got to Barton's Manor, so no booty for them! So the
Human Fighter and Cleric both get 410 GP Each.

03-12-11
PLAYERS:
Ryan - Human Fighter
Machelle - Sylph Druid
Jade - Human Barbarian
Kevin - ? Ranger
Tony - Dwarf Cleric

XP:
350 + 45 + 30 + 20 + 265 + 500 + 100 + 200 + 100 = 1610 XP Each

LOOT:
Book of Embalming
20 bottles of Embalming Spices
Holy Book of the Grain Goddess
Large Silver Key
Javelin --> Cleric
945 GP
302 SP
1276 CP

NOTES:
We lost track of the Drow Rogue, Half-Elf Sorceress, and Dwarven Fighter, but we picked up a trio of adventurers (Sylph Druid, Human Barbarian, and a Ranger) who were looking for adventure. We ventured from Barton's Manor back to the entrance of the ruins and continued our scouring. We are becoming more self-reliant as a group, which gives us more time to explore these caverns. We are currently resting in the Steward's chamber. We will need to go back to civilization soon to off-load our loot and restock our supplies.

03-26-11
PLAYERS:
Ryan - Gareth - Human Fighter Weapons Master
Machelle - Istari - Elven Dual-Weapon Fighter
Tabby - Raven - Human Barbarian
Tony - Ingrid - Dwarven Cleric of Torag
NPC - Necros - Half-Elven Necromancer
NPC - Lighter (Lyder?) - Human Ranger

XP:
Tabby - 200 + 400 = 600 XP
Ryan, Mac, Tony - 200 + 400 + 300 + 200 + 265 + 200 + 200 + 200 + 200 + 100 =
2265 XP Each

LOOT:
Warhammer --> Tony, Tabby
Lt Crossbow --> Tony, Mac, Ryan
Crossbow Bolts (10) --> Tony, Mac, Ryan
6 PP
128 GP
87 SP
1259 CP
600 GP
Masterwork Dagger --> Mac
Necros' Spellbook (I say we keep this for any future wizards in the party)
Flint & steel, backpack --> Tony
42 GP --> Sold various warhammers
12 PP
423 GP
922 SP
1334 CP

NOTES:
Total treasure split as follows:
Tabby - 45.38 GP
Ryan, Mac, Tony, Lighter - 357.51 GP Each

Another marathon session. First, Lighter shows up after delivering the blind chicky to her village. He shows up with an elf maiden warrior. They showed up just in time to help us defeat a rust monster. We then destroyed a small group of Duergar dwarves who tried to ambush us. The barbarian then started suffering from claustrophobia, so she exited to the surface for a while.

We carried on, encountering some Morlocks. Funny-looking creatures. But then almost all of us fell into a spiked pit trap. Alas! Necros fell prey to the trap. So after looting his corpse, we came across a talking door. We were pretty banged up at this point, so we decided to go back to Barton's Manor to restock and heal our wounds. There, we purchased a few items, sold a few items, and buried Necros.

Back to the dungeon we went. On our way to the talking door, we encountered and defeated some Stirges. The talking door room was called the Room of Mysteries. That was an apt name, since the purpose of the room remains a mystery to us.You put something in the Box of Mysteries, and it disappears, and nothing happens that we can see. We moved on down the hallway to encounter first a Wight, then some Ghouls, then some Zombies. We rested again in the supply room. After a few days in there, some humans knock on the door and demand we let them in. After speaking with them, they are explorers as well. They are searching for the Talisman of the Sphere in the levels below. We agreed that if we come across it, we would let them have it for a finder's fee. We came across one more trap, but survived it. We are currently moving west in a corridor leading roughly towards the entrance.

04-02-11
PLAYERS:
Ryan - Gareth - Human Fighter
Machelle - Istari - Elven Dual-Weapon Fighter
Tony - Ingrid - Dwarven Cleric of Torag
NPC - Lyder - Human Ranger

XP: 600 + 200 + 200 + 200 + 100 + 200 + 50 + 200 = 1750 XP Each

LOOT:
42 GP
11 SP
312 CP
527 GP
-10 GP (given to merchant lady)
-2 CP (given to merchant lady)
Diamond (unknown value)
Golembane Scarab

NOTES:
Total split of treasure is 140.8 GP Each. (42 + 1.1 + 3.12 + 527 - 10)/4 =
140.80 + 2 CP. (extra 2 CP given to merchant lady) We still have 5 gems worth
300GP each, and a diamond with unknown value in our possession.
First, we continued our exploration of the first level of the ruins. We defeated some human bandits. We freed the female prisoner they were holding from one of their raids. She tagged along while we completed our search, during which we encountered some fire beetles and orcs. We then went back to Barton's Manor to deliver the lady merchant to civilization, and gave her some GP's to get herself to Raven's Keep.
After resting and restocking, we headed back to the ruins. This time, we decided to go down to the 2nd level. While descending the main staircase, we were attacked by a giant spider. I got bit, and the poison spread through my system like wildfire. Barely able to breathe, my companions got me back to Barton's Manor, where I healed myself after a few days of rest. (I was left with 1 point of Strength - CLOSE CALL!)
So we returned AGAIN. We found the partying skeletons again, where they PROMPTLY gave us the promised gem for the disposal of the Bugbears. They also lent us the gold key for the gold door. So we went through the gold door after destroying a group of non-partying skeletons. The doors led to the antechamber of the Drow undercity.We ran into and freed a Deep Elf escapee, then attempt to sneak around the Drow undercity. It all went fine until the giant bats attacked us. We defeated them, and are continuing on. Hopefully, our battle went unnoticed...

Saturday, March 19, 2011

The Incredible, Expanding Gamer Brain: "Our collective gaming brain has grown larger and larger, and therefore seeks out deeper, more complex games."

Here below is the new Legends and Lore article by Mike Mearls. I think he is trying to reach out to all the "lost" gamers who are not playing 4th edition. I just bet there are going to be some really pissed off old school gamers.


"Our collective gaming brain has grown larger and larger, and therefore seeks out deeper, more complex games."

Are gamers of older editions being called stupid? I don't think so but someone is going to get their proverbial panties in a wad and we shall see.


http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20110315

The Incredible, Expanding Gamer Brain by Mike Mearls

Last week, I talked about character classes. Using the fighter as an example, I showed how the game’s complexity has steadily risen over the years. That trend goes far beyond the fighter. In general, each version of the game requires more math, has more detailed rules, and features more specific corner cases than the one before it. 3rd Edition combat featured many rules that were optional in 2nd Edition’s Player’s Option: Combat & Tactics. 4th Edition’s power system requires every player to understand how to read a power, apply conditions, and manage ongoing effects.

When you look at games and how they develop over time, there’s a natural tendency to see ever increasing complexity. Picture an old Atari 2600 controller. It was a joystick with one button. Now compare that to an Xbox 360 controller. The 360 has two control sticks, a d-pad, two triggers, two bumpers, four buttons, a start button, and a select button. (At least, I think that’s what it has. I’m going off of a picture of one I found on the Internet.) That’s two elements for the Atari and thirteen for the 360.

If you look back at last week’s article, you see a similar rise in the complexity of D&D. With each passing year, the game has become more complicated. So what’s going on here? As the title of this column indicates, I think we’re seeing an overall rise in player skill, more established tropes of gaming, and a better network of tutoring and knowledge. Our collective gaming brain has grown larger and larger, and therefore seeks out deeper, more complex games.

Player skill is the easiest and most obvious factor to look at. If you started playing D&D back in 1974, you soon learned the basics of the character classes and perhaps gave each one a play. At some point, you’d start to hunger for more options. You probably also spotted a few areas where you thought a few new rules or changes would improve the game. While all of that happens on an individual level, it also translates across the entire player community. As a whole, we gain more experience and learn more about games and what we want out of them.

That process feeds into the next layer, the rise of tropes and clichés. This one is fairly easy to explain via an example. The first time you entered a dungeon and the character at the head of the party fell into a pit trap, it was a big event. The fifth or sixth time you came across such a trap, you probably discovering it first by tapping ahead with a pole or searching for traps; it was something you expected.

In the same manner, a lot of the rules of the game become second nature. If you understand how attack rolls work, adding a bit more complexity to them is no problem for you. Something like 3rd Edition’s flanking is easier to understand for a veteran because it makes intuitive sense. If you surround a guy, he’s easier to hit. Since you already understand the game’s basic framework, you can more rapidly absorb and understand changes.

Finally, all that knowledge spreads between players. A new player in 1974 could perhaps find a gaming tutor who had been playing D&D for a few months. Today, you might find someone with three decades of gaming. As the community develops its expertise, it also sharpens its ability to teach new players.

All of those factors point to why we’ve seen a steady increase in complexity over time. As a group, we’ve mastered the rules and started to seek more options. We’ve assimilated various tropes and mechanics to the point that they’re intuitive, providing a foundation for more mechanics to rest upon. And against the backdrop of this complexity, we’re better overall at teaching the game to new players.

But of course, explaining why we see complexity on the rise overlooks the real question. Is complexity a good thing—is the game better served by having lots of rules and options? Should it feature a lot of depth, should it remain relatively simple—or are we best served by a game that offers a broad range of complexity?

I imagine that most people would prefer a game with a complexity level that they can set themselves. Traditionally, D&D has featured that by making fighters relatively simple and wizards more complex. Instead, I’m interested in hearing about your views on the different editions of D&D over time.
Legends & Lore: Poll #3 Results

Your fighter loses all his or her feats, skills, powers, and non-weapon proficiencies. Yet, your standard swing with a sword/shot with a bow is effective enough that you don’t feel overshadowed by any of the other characters in the group. How do you feel about that?

* I’d be bored doing the same thing over and over again, round after round in a fight: 40.7%
* I’d miss the mechanics that made my fighter unique compared to other fighters: 30.4%
* I’d be happy that I can have an effective character without the complexity: 14.5%
* As long as my character is equivalent in power to the rest of the party, I’m fine: 10.5%
* I’m not concerned about the mechanics or balance, so I don’t care: 3.9%

Sunday, March 6, 2011

What has been going on.


Well I converted my old school setting to Patfinder. Cool system but still too much crunch. Going to get someone else to run really soon or try and convert them to LL. My god it would run so much FASTER! My creativity is being held back by the CLUNK.

Here BELOW is the session from three weeks ago and I will post this weekend's session. I really am enjoying seeing the players experience a HUGE megadungeon. With the vast amounts of advice from all over the OSR I have truly created a fantastic scary mysterious dungeon.

It's funny how many of the players said how a dungeon adventure would be boring and now they love it. It was like beating them over the head and they resisted kicking and screaming but now they are beginning to see. I love that glazed look of wow I am enjoying it.

From what they can tell some years ago a large group of people began a life under the ground. They tried to carve out a wonderful society and then something went wrong. Maybe they dug too deep and found....

My dungeon has multiple areas with different ecosystems, societies, and just plane inhospitable places. In some cases like all areas left to decay, nature has began to retake the place as there are collapsed areas. Some are huge gaping holes that open to even deeper levels of the dungeon and even to the mythic underworld. Some are holes caused by water flowing. It's funny how the place has water flowing into it and it never fills up. Where does the water go?


From Tony's Post
PLAYERS:
Tony - Dwarf Cleric
Ryan - Human Fighter
Machelle - Drow Rogue
Carson - Dwarf Fighter
Tabby - Half-Elf Sorceress

XP:
Tony, Ryan: 200 + 450 + 400 + 520 = 1570 XP Each
Machelle: 200 + 450 + 400 = 1050 XP
Carson, Tabby: 400 + 520 = 920 XP Each

LOOT:
3 Malachite Gems (100 GP ea)
408 GP
102 SP
517 CP
Belt of Dexterity +2 --> Machelle
Gold Statue of Gnoll (300 GP)
211 GP
Lump of Gold (300 GP)
Lump of Gold (200 GP)
100 GP Reward

NOTES:
Total loot comes to 325.72 GP Each (except Machelle, who gets 205.72 GP.
We met up with a Necromancer who wanted to team up with us on an adventure. So we agreed and entered a sanctioned dungeon. We flubbed our entry of the dungeon and ended up on the 2nd level. Even still, we kicked butt, but decided not to press our luck. So we went back to town to heal up. We went back to the dungeon and ran into two more members of our group, who joined up with us.
We defeated some bugbears and gnolls and went back to town. The industrious Rogue decided to steal some potions from an alchemist shop. She got caught, killed one of the workers, and was captured by the city guard. The rest of us feigned ignorance and went back to the dungeon. We had a rough go against some goblins, but we defeated them and freed some slaves at the same time.
The only thing that is unsettled is a gem that some intelligent party-skeletons promised us in exchange for getting rid of their bugbear problem. A Dwarf never forgets...
... except that everything mentioned here may not have happened exactly in the order described, but it all happened at some point. :-)

Monday, February 14, 2011

Thief: The Dark Project

Thief...One of the greatest PC games ever made.



A medieval world of machines, cults, and many stories of the City.



Always trouble for Garrett our hero for lack of a better word.




Always a pawn in their games...



The graphics are mediocre in our modern standards and most modern machines won't run it without alot of tweaking or just play it on an old PC.



The sound is what really sets this PC game apart. You can most likely find it for a few bucks. ThiefII The Metal Age is the second in the series. It is just as good as the first game.

Thief: Deadly Shadows is barely the thief experience. Although better graphics it failed to give the same experience.

There is a place to get a FREE Thief type experience so long as you own a copy of Doom3. A group of saints created "The Dark Mod" for Doom3. It is a free engine for those who wish to create Thief type missions. They have succeeded in capturing the feel of Thief and it is free. There are many FREE fan missions and most are fantastic.

Friday, February 11, 2011

Monsters

Here is some of the monster section.

Monster have AC, HD, Movement. The descriptions are deliberately left vague and simple in order for you to customize your game world.
AC is the Armor Class. Here below is the table to explain.
None Skin 10
Padded or tough skin 11
Leather Fur or very tough skin 12
Studded Leather Scales Fur with very tough skin 13
Chain Chitin Bone Plates Wood 14
Scale Stone 15
Plate Metal 16
Shield adds +1
Small Adds +1
Quick or Tricky Adds +1
Very Quick or Tricky adds +2
Extremely Quick or Tricky +3
Magical +1 and up
Large Subtracts -1
Huge Subtract -2
Armor Class m=Magic is the only way this creature can be harmed. Normal weapons simply bounce off or the wound instantly heals and e=elemental means that the attack must be from some elemental source such as earth, air, fire, or water as described in monster description and s=silver means silver weapons must be used to hit this creature.
A Plus + mean Armor can give greater AC

Hit Dice are how many d6 that you roll for the monster's hit points. All monster save at +1 for every 2 hit dice for attacking and any skill check unless there is another modifier listed. Saves against monster's spells or poisons is at 10 + ½ Hit Dice Some monsters may have an additional save against certain types of attacks.

Movement is how many feet the monster moves per round in combat or in a turn on a map.

Making Monsters! I fully expect with these simple rules that you make your own monsters Use the information provided to help you out. Send them to me and I will put them in a future book.



A selection of monsters.

Dragon, Fire AC19 HD10 Move40/60f Bite 1d12, 2 claws 1d12, Tail 1d10, or Breath Weapon Fire 10d6
A red scaled dragon that prefers the volcanic areas but may be found anywhere.
Dryad AC16 HD2 Move30/50t Charm 11, Slam 1d12
A fey nature spirit that lives in the woods that enjoys charming young and hansom men to live with her in the fey real for ten years or more without aging.
Dwarf AC10+ HD1 Move20 By Weapon
The 4' tall stocky race of miners. The men have beards and the females don't. Very quick to anger and very serious. They all enjoy drinking and fighting goblins.


Okay gonna go eat a sandwich.