Wednesday, March 31, 2010

Racial Weapon Styles: Kobolds

Kobolds are small.  Strong, tenacious, but small.  Almost everyone they encounter is bigger than them.  Rather than feeling that everyone picks on them or looks down on them, they make use of every advantage that their dragon ancestors gave them.  They're smart, fast, and sneaky.  Though they rarely use swords (as it involves getting closer than they are comfortable with) the blades they forge for themselves tent to be straight and thin.  Punch blades, kama's and tonfa style short swords (like Kroenen's from Hellboy) are the most common.  


Their steel tends to be of better quality than that of the goblinkin, though inferior to that of elves or dwarves.  As the ultimate opportunists kobolds are more likely than nearly any other race found using the weapons of those they've looted.  Dragonkin weapons are especially prized, though they tend to be too large to actually be used effectively.





Tuesday, March 30, 2010

Racial Weapon Styles: Dragonborn

In 4e the Dragonborn are very much like the Klingons of Star Trek TNG and DS9.  They are a noble warrior race of a proud empire.  No reason to mess with a good background.  Dragonborn blades tend toward curves, points, and extra blades and are designed for fluid slashing attacks. The steel of a Dragonborn blade is of the highest quality, and often more exotic metals are forged into the steel. 

In many ways they resemble highly refined goblinoid blades.  Goblins will tell you that the dragonborn realized how effective their weapons are and modeled their own after goblin designs.  The truth is more likely the reverse. 

2 handed sword

Dragonborn long/broad/bastard sword - blade and grip length vary.
Dragonborn short sword

Monday, March 29, 2010

Holmes, Moldvay, Mentzer, B/X, BECMI, RC????

Simple question, maybe... can someone explain to me the differences between the various editions of basic D&D.  I have the Rules Cyclopedia, and the Red Box basic set (the one with the choose your own adventure style solo game and the ruined keep), and I don't really notice much difference between them, or even between them and Labyrinth Lord.

So can anyone fill me in on the differences?

Thanks!

Sunday, March 28, 2010

Baby Bloodsucker

I had this creepy dream about a week ago about vampires.  It bordered on nightmarish, especially when the infant vampire showed up.  It was way less cute than this guy here.  Because it's been on my mind, I'm going to stat it up, since if it has stats, you can kill it!


Infant Vampire

Armour Class: 2
Hit Dice: 3+2**
Move: 60' (20')
     Flying: 180' (60')
Attacks: 1 touch or special
Damage:  1d3 + energy drain or special
No. Appearing: 1 (do you really want there to be more than one of these?) plus 1d4 vampire spawn
Save As: C3
Morale: 12
Treasure Type: nil
Alignment: Chaotic
XP Value: 100

Infant Vampires often appear along with vampire spawn who pose as it's family.  They will do everything in their power to make sure that at least one of it's thralls is a female of appropriate age to have an infant.  They are spiteful creatures, and evil in the extreme.  

As per the Rules Cyclopedia, except where noted.

Infant vampires are unable to shapeshift.  The saving throw againt their gaze attack suffers a -4 penalty to the roll.  Infant Vampire spellcasters are rare, and only found among the oldest of such creatures, and can only reach a maximum of level 4.  Any character slain by an infant vampire will rise the next night as a vampire spawn under the thrall of the slayer.

Saturday, March 27, 2010

Lesser Vampire / Vampire Spawn

When the RC vampire kills an opponent they rise as 7 HD vampires with half the creatures previous hit points.  This can result in 3 hit point 7 HD vampires.  Seems kinda silly, so here's an alternate take on vampire spawn.

Vampire Spawn (aka Lesser Vampire)
Armor Class: 6
Hit Dice: 2** (M)
Move: 120' (40')
      Flying: 180' (60')
Attacks: 1 touch
Damage: 1d8 + energy drain
No. Appearing: 1d4 (2d4+2)
Save As: F2
Morale: 10
Treasure Type:
Intelligence: 10
Alignment: Chaotic
XP Value: 45
Monster Type: Undead 

Vampire Spawn are the creations of powerful Vampires.  They are a vampire liege's trusted lieutenants, sent to scout and hunt, used to defend their lairs, and ruthlessly tossed aside as needed to serve in whatever the lords plans are. 

Abilities of Vampires: Vampire Spawn are unaffected by sleep, charm, and hold spells, and can only be damaged by fire, silver & magical weapons, and spells. A vampire spawn may take the form of a human, a wolf, or a giant bat. Each change takes 1 round.  Whatever its form, a vampire spawn regenerates 1 hit point per round, starting as soon as it is damaged.  If a vampire spawn is reduced to 0 hit points it will fall unconscious and continue to regenerate until the conditions below are met. 

In wolf or giant bat form, the vampire spawn's move, attacks, and damage are those of the animal.  The vampire's AC, Hit Dice, morale, and saving throws remain unchanged.

Any character slain by a vampire spawn will return from death in three days, as a vampire spawn under the control of the Vampire Liege.

Weaknesses of Vampire Spawn: A vampire Spawn cannot come within 10 feet of a strongly presented holy symbol, although it can move to attack from another direction. The odor of garlic repels a vampire spawn; the creature must make a successful saving throw vs. poison or stay at least 10 feet away from the garlic during that round.

Vampire Spawn cannot cross running water, either on foot or flying, except at bridges or while in their coffins. During the day, a vampire spawn usually rests in its coffin; failure to do so results in the loss of 2d6 hit points per day. These hit points are not regenerated until the vampire spawn has rested in its coffin for a full day. A vampire spawn casts no reflection and avoids mirrors.

A vampire spawn may be destroyed by driving a wooden stake through its heart, decapitation, or by immersion in running water for 1 turn. If a vampire spawn is exposed to direct sunlight, the creature must make a saving throw vs. death ray each round or disintegrate. A continual light spell will not disintegrate a vampire. If all of the vampire's coffins are blessed or destroyed, the vampire spawn will weaken, taking 2d6 hit points of damage per day. It dies when its hit points are reduced to 0.

If a vampire spawn's creator is destroyed, the spawns all become free willed undead.  There is a 10% chance that a free spawn will become a full vampire after it has rested in it's coffin for one full day after being freed. 



Well that turned out to be longer than I thought it would.  Seems like a lot of text for a 2HD monster.  Any suggestions on cutting that down?

Friday, March 26, 2010

The Rusty Battle Axe's Dungeoneer's Bookshelf

My Dungeoneer's Bookshelf

Here is my annotated dungeoneer's bookshelf. I have not included items that are otherwise useful to classic fantasy RPG dungeon-based adventuring: GM/DM/CK/Ref guides, monster collections, campaign setting materials, and adventure modules. I have also not included those items only available as PDFs. The items below are listed in publication order, with the oldest being listed first.

Dungeoneer's Survival Guide (Advanced Dungeons & Dragons)
by Doug Niles (1986): The Dungeoneer's Survivival Guide and its companion volume, the Wilderness Survival Guide, are considered by many to be classics. DSG has a section for players and a section for DMs, each a little over 60 pages. As a GM/DM/CK/Ref, I have found the player section to be more helpful in terms of providing in-game guidance to things like rope use, mining, moving in water, and variations in underground combat. There is a lot of good stuff in this section. I think that the DM section is marred by the presence of a sample underground world, "The Lands of Deepearth." It takes up a significant amount of space and I don't find it particularly helpful.
Dungeon Builder's Guidebook (Advanced Dungeons & Dragons) by Bruce Cordell (1998): Not a bad buy as a used book for a couple of bucks, but this 2E book pales in comparison to its sister volume, the ever useful World Builder's Guide. It is primarily a guide for constructing dungeons, with the ability to generate random features at each point along the way. There is a diversity of dungeon types, including underwater dungeons, aerial dungeons, and interdimensional dungeons. It's not horrible, but it lacks substance and seems a bit fluffy to me.

Dungeons
by Alderac Entertainment Group (2002): A 3E supplement. Not much here, except for a few mildly interesting puzzle ideas. This is only for "dungeoneer completists." The stereotypical 3E mix of prestige classes, feats, spells, monsters and vague DM ideas, all gathered around the dungeon theme.

Dungeoncraft (Legends & Lairs, d20)
(2003): Part of the highly-esteemed "Legends & Lairs" 3E supplements from Fantasy Flight Games. This book contains the usual 3E mix of prestige classes, feats, spells and monsters. However, the second half of the book--covering dungeon crafting--is a gold mine for the GM/DM/CK/Ref building and running a dungeon adventure/campaign. The two companion volumes--Traps & Treachery I & II--are also pretty good.

Dungeonscape: An Essential Guide to Dungeon Adventuring (Dungeons & Dragons d20)
(2007): I would say that this book is not too bad, were it not for the fact that the best content is also found in the D&D 3.5E DMG. I have found the companion volume, Cityscape, to be more useful. A decent collection of traps give this book some value.

Engineering Dungeons
by Robert Doyel (2008): A very business-like accessory for Castles & Crusades. This is useful for just about any RPG using underground space. The heart of this book is a no-frills random dungeon generator. There is less variety here than in the Dungeon Builder's Guidebook, but there is more attention to detail. It is the detail and the text that makes this book valuable even if you are not generating a random dungeon.

As I get into our current
Castles & Crusades homebrew campaign, Isles of Emmon, I find myself paging through these books for ideas. My own dungeoneer's canon starts with two books: AD&D DMG (Gygax) and the AD&D 2E Campaign Sourcebook and Catacomb Guide/Dungeon Master's Guide/Rules Supplement (Jaquays). To these I would add two books from my dungeoneer's bookshelf: AD&D Dungeoneer's Survival Guide (Niles) & Dungeoncraft (Legends & Lairs, D20). Finally, when I need help with the nuts and bolts, I use Engineering Dungeons as my go-to dungeon generator.

Anything missing from this list? Is there anything that you have found helpful?

Random Blog Post Topic Generators from The Rusty Battle Axe

As I think these were fun and useful posts from the Rusty Battle Axe (who will be missed) I thought I would preserve and share them here for all. 



The Original!


D30 Random Blog Topic Table
1. My Favorite Color of Dice

2. Most Unlikely, But True, TPK
3. Least Favorite Magic Item
4. Which Monster Has the Best Sense of Humor?
5. Retro-Clones: Are They OSR?

6. Random Table of Found Meals in the Dungeon
7. Dungeon Geology

8. Why I Don't Like __________
9. Flaming Oil as a Weapon: Yes or No?

10. Darwin Award for Player Characters: Your Best Self-Destructive PC
11. Do Elves Fart?
12. Does Your Campaign Setting Have a Magnetic Field?
13. The Original AD&D 1e Bard
14. Clowns As Monsters
15. Lions, Tigers and Bears

16. Three New Magic Items
17. Clothes and Style for Player Characters
18. The Best Names for Taverns, Pubs, Inns and Bars
19. Fudging Dice Rolls as DM: Yes, No, or Depends
20. Spells with Loopholes

21. Names For Coinage

22. Three Actual Historic/Geographic Settings for Campaigning
23. New Monster
24. Best Music Before a Gaming Session
25. Snacks: Salty, Sweet or Healthy?
26. What Were They Thinking?
27. Names for Swords
28. Five Things an Adventurer Should Never Be Without

29. Oops
30. Roll Twice and Use Both Topics in One Post



Son of Random Blog Post Topic Generator


  1. You're doing it wrong!*
  2. Now THAT Was Inappropriate
  3. The Biggest ______ Ever
  4. Put Some Water On It
  5. After That...Silence
  6. And Here Is What You Missed
  7. And When The Saving Throw Failed…
  8. Bad Dice Day
  9. That’s Not How I Imagined It
  10. Ewww…What Is that Smell?
  11. And That’s the Last Time I Ever __________
  12. Should Have Checked For Traps
  13. Don’t Taunt the Monster
  14. Banned From Appendix N!!
  15. Maybe I Should Have Stayed Home
  16. When _______ Attack(s)
  17. Well, That Didn’t Work
  18. And It Sounds Like _______
  19. Duh
  20. Missed It By That Much
*Thanks, Gene



Table 1: Roll d10
1-2 Roll on Table 2 then on Table 4
3-4 Roll on Table 3 then on Table 4
5-9 Roll on Table 2, then on Table 3, then on Table 4
10- Roll on Table 4

Table 2-Roll d12
1.    The
2.    A
3.    One
4.    Two
5.    Three
6.    Four
7.    Five
8.    Six
9.    Seven
10.    Eight
11.    Nine
12.    Ten

Table 3-Roll d100
1.    Alabaster
2.    Amiable
3.    Anemic
4.    Apelike
5.    Arcane
6.    Bad
7.    Badass
8.    Beautiful
9.    Best
10.    Bizarro
11.    Black
12.    Blue
13.    Certain
14.    Cheap
15.    Circular
16.    Clever
17.    Dark
18.    Dastardly
19.    Dead
20.    Difficult
21.    Dirty
22.    Divine
23.    Dorky
24.    Draconic
25.    Dry
26.    Elastic
27.    Exciting
28.    Explosive
29.    Fast
30.    Fastest
31.    Favorite
32.    Flashy
33.    Flying
34.    Funny
35.    Gnarly
36.    Golden
37.    Gooey
38.    Gray
39.    Green
40.    Groovy
41.    Horrible
42.    Hostile
43.    Humane
44.    Humorous
45.    Immovable
46.    Interesting
47.    Lazy
48.    Least Favorite
49.    Living
50.    Loud
51.    Major
52.    Massive
53.    Meta
54.    Mighty
55.    Minor
56.    Miserly
57.    Multi-Faceted
58.    Mundane
59.    Neutral
60.    New
61.    Nice
62.    Old
63.    Oldest
64.    Orange
65.    Overlooked
66.    Paleomorphic
67.    Pedantic
68.    Perverted
69.    Pissy
70.    Poor
71.    Popular
72.    Purple
73.    Red
74.    Rich
75.    Rude
76.    Sad
77.    Scary
78.    Secret
79.    Shocking
80.    Skimpy
81.    Slow
82.    Sparkly
83.    Stupendous
84.    Stupid
85.    Sure
86.    Sweet
87.    Tight
88.    Timid
89.    Tiny
90.    Ugly
91.    Unpleasant
92.    Valuable
93.    White
94.    Wicked
95.    Wiggliest
96.    Wimpy
97.    Wordy
98.    Worst
99.    Worthless
100.    Yellow

Table 4: Roll d100
1.    Aberrations
2.    Actions
3.    Adventures
4.    Ants
5.    Armor
6.    Artifacts
7.    Artwork
8.    Authors
9.    Bargains
10.    Beans
11.    Beverages
12.    Books
13.    Campaigns
14.    Castles
15.    Characters
16.    Cities
17.    Classes
18.    Clerics
19.    Concepts
20.    Concerns
21.    Covers
22.    Cowards
23.    Crackers
24.    Creatures
25.    Deities
26.    Demons
27.    Dice
28.    Dice Rolls
29.    Doors
30.    Dragons
31.    Dungeons
32.    Dwarves
33.    Editions
34.    Elementals
35.    Elves
36.    Encounters
37.    Equipment
38.    Events
39.    Fey
40.    Fighters
41.    Freebies
42.    Giants
43.    GMs
44.    Gnomes
45.    Guilds
46.    Halflings
47.    Heroes
48.    Humans
49.    Ideas
50.    Inflictions
51.    Information
52.    Issues
53.    Items
54.    Kobolds
55.    Maces
56.    Magic Items
57.    Maps
58.    Modules
59.    Monsters
60.    Mounts
61.    News
62.    Odors
63.    Orcs
64.    Planes
65.    Players
66.    Poisons
67.    Problems
68.    Products
69.    Puns
70.    Races
71.    Rangers
72.    Relics
73.    Rings
74.    Rogues
75.    Rooms
76.    Ruins
77.    Rulebooks
78.    Rules
79.    Saving Throws
80.    Secrets
81.    Sessions
82.    Settings
83.    Snacks
84.    Spells
85.    Strategies
86.    Supplements
87.    Tables
88.    Taverns
89.    Techniques
90.    Thieves
91.    Tools
92.    Trolls
93.    Undead
94.    Vampires
95.    Victims
96.    Villains
97.    Wands
98.    Weapons
99.    Wimps
100.    Wizards