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.