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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.