Tuesday, July 28, 2015

Phyrexians are coming

    It has been a while since I have made an update here so it is time I do. The current campaign is moving along well, my players are currently devising a plan to invade the slavers stronghold in A1. This has been a good time for all with lots of planning and securing of materials as well as trying to bluff there way in, this is probably the most think their way through a situation they have done yet. I am very proud as they are all still greenhorns in the world of D&D.

    So while they are making plans for the future I have as well. As an avid collector of magic cards for ages I find they can be quite inspiring for ideas from their artwork and all around in game uses as well as their history within the game itself. Amongst one of my more crazy ideas include creating a race of artifact infused monsters from another plane of existence that are slowly creeping into the world via portals corrupting and destroying everything they come across....much like the Phyrexians from the MTG world. So not wanting to reinvent the wheel too much short of maybe changing some names here and there and maybe a few descriptions, I came up with a very quick and dirty way to convert MTG critters into the OSR.




Quick and Dirty Conversion of MTG cards to OSR

Color - strictly flavor and rough idea what kind of locals you may find the creatures in

Power - Power gives a rough idea of a bonus to damage

1-2   = +0
3-4   = +1
5-6   = +2
7-8   = +3
9-10  = +4
etc

Toughness - each point of toughness equals a hit die, so a 2 Toughness creature would have 2HD

Attacks: this is pretty self explanatory, look at the picture and use common sense or find a similar creature and model around it.


AC: same idea, a look at the card gives an idea of what kind of gear they have including armor and weapons.




Below are the most basic of creature abilities that can be found in magic barring things like defender or protection. The associated concepts with each are just my rough quick once over on them and I highly encourage those who like this idea to expand on this work below. There are a ridiculous amount of abilities in magic and over time I will expand on these with future posts either with my ideas or ideas from all of you.

Since I play S&W I associate the abilities in regards to CL/XP based on how close they are to the make your own monsters chart at the end of the bestiary. Most would give a +1 to the CL.

Basic Keyword Abilities:

Deathtouch = Poison attack of some sort save vs death
First strike = +1 on initiative rolls, wins on ties
Double strike = same as first strike plus 1 extra attack
Flash = surprises on 4 out of 6
Flying = self explanatory
Haste = same as spell,2 times the attacks
Hexproof = magic resistance 50%
Regeneration =  Heals 3/HP per round
Indestructible = same as regeneration + requires additional resource to permanently kill, Example: Vampire or Troll.
Intimidate = at start of combat all foes make save or suffer -2 attack and damage vs the creature
Lifelink = regains hp back up to max equal to damage dealt
Reach = has some form of long distance attack
Shroud = magic resistance 100%
Trample = can choose to make a special move/attack that tramples opponents smaller then itself that fail to   save for 1d6/size category
Vigilance = +2 to creatures AC due to history/training in vigilant defence
+1/+1 = Combat Aura 1 (Allies gain +1 hit/damage and -1(+1) AC) within 30ft

*Update*

Infect - Damage done by a creature with infect cannot be healed by natural healing, only healing of a magical nature can heal infected damage.

Examples:


Phyrexian Hulk - Golem

Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: Fist (1d8+2)
Save: 13
Special: None
Move: 8
Alignment: Chaos
Challenge Level/XP: 4/120

Serra Angel

Hit Dice: 4HD (16)
AC: 1 (18)
Attacks: Longsword (1d8+2)
Save: 13
Special: Flying
Move: 8/18(flying)
Alignment: Law
Challenge Level/XP: 6/400

Raging Goblin

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: 2x weapon
Save: 17
Special: permanent haste
Move: 16
Alignment: Chaos
Challenge Level/XP: 2/30


Drudge Skeletons

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: weapon or fist strike (1d4)
Save: 17
Special: Undead, Regeneration(3hp/round)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30



War Mammoth

Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: gore (1d6+1) or trample
Save: 14
Special: trample
Move: 8
Alignment: neutral
Challenge Level/XP: 4/120



Vodalian Knight

Hit Dice: 2HD (8)
AC: 3 (16)
Attacks: Trident (1d8+1)
Save: 16
Special: flight, first strike
Move: 8/12(flight/Swim)
Alignment: neutral
Challenge Level/XP: 4/120

Sunday, April 26, 2015

Random DNA

    My usual gaming group is being disrupted this week so with my remaining players I am taking advantage of the situation and putting together a small 1 off adventure using Mutant Future. My players are already quite excited all being fans of the post apocalypse genre. Naturally my urge to make random tables has kicked into full swing again and thus I present an ever so simple but potentially useful random DNA table for your players who may want to spice up their mutants a little bit.



Download: Random DNA

Friday, April 17, 2015

S&W Appreciation Day 2015

    Happy Swords and Wizardry day my friends. I have been enjoying and introducing the joy of this system for the last 6+ months and I have to say it has become my defacto game system.

    Part of what I love about S&W is it easily allows me as a collector and user of modules past and present is the ease I can port just about any adventure or idea with very little prep but provide big changes to my game world. NPC's, monsters, spells, it doesn't matter because it all bolts on quite easily.

    What helps make S&W so great and versatile is the simplicity of the rules and the building block nature that we all as players and GM's can build from and expand upon. I look forward to looking through everyone's contributions today and provide for you all today a new potion and 2 new monsters sure to both amuse and challenge your players.


Juggernaught Potion

    Distilled from ionized mithril and the eyes from a basalisk when properly prepared with various other ingrediants creates of a potion that turns the ibiber into a being of hulking destruction. The users body size doubles and takes on a greyish tint while the eyes burn with a red glow. The strength of the user increases by +5, is able to make use of their strength for additional attack and damage as per a fighter, and gains a -10[+10] to AC. This comes at a price as the user is no longer in control of their actions and will attack at random looking to cause the most destruction possible either on inanimate objects or friends/foes nearby. The transformation lasts for 1d6 x 10 minutes. Once it has worn off the user will fall into a near coma like state barely breathing for 2d20 hours.


Dracoon:
HD 4d8+8(16 HP)
AC 3 [16]
Save: 13 
Attacks: Bite (1d8 + disease) and 2 claws (1d6) or Breath of fire (1d10 save for half)
Reach 4ft/2.5ft
Move 6/24
Alignment: Chaotic Neutral
Region: Warm/Mountains
CR/XP: 8/800

Special:

immune to fire, vulnerable to cold
Dark vision 120ft

    Dracoons are scavengers and hoarders. Often found in dens in mountainous regions not far from civilization they favor little baubles like gems or small magic items. They speak draconic but rarely have a reason to do so preferring to keep to their dens. When forced into a fight or when protecting their den a dracoon will attempt to catch the most dangerous looking foe on fire with its breath or set the area itself on fire then close in to bite. If captured young they make excellent partners to young mages so long as they are kept happy with a regular gifts of food, gems, or gold coins.


Scorpion Soldier
HD 2d8+4(12 HP)
AC 5[14]
Save: 16
Attacks: 2 claws (1d4+1) or sting (1d4 + lethal poison)
Move: 6
Reach: 6ft/2ft
Alignment: Neutral
Region: Anywhere
CR/XP: 5/240

These soldiers were the magical mutation made by a mad wizard to defend his tower. Created as barely intelligent shock troopers, usually from captured peasants and farmers. They prefer to attack from ambush trying to catch their prey and inject them with poison. If they hit with both claw attacks they latch on and can proceed to sting on the following rounds automatically. Cowardly by nature they will flee at the first sign the fight turns against them.



Many thanks to Ryan Thompson for hosting this years S&W appreciation day and don't forget to check out the Drink Spin Run live podcast tonight 9pm EST.


Thursday, March 5, 2015

The big retcon

    This week brings with it a end to my current OSR feel 3.5 Keep on the Borderlands game as a needed change of gaming night has forced me to lose half my players for various but valid reasons. Now down from 6 to 3 players and the previous adventure having just been completed 2 weeks prior, the remaining members are willing to take the plunge down the rabbit hole and convert their characters over from 3.5 to Swords & Wizardry.

    This of course brings a few challenges. The remaining players are a 3rd level Barbarian, Rogue, and Wizard. The rogue is easy enough to switch over albeit no longer being forced to be a skill monkey by design. The wizard will lose access to a few spells but with the promise of working together on creating system appropriate variations for the campaign that can be custom to the character. The last and requiring the most change is the barbarian. S&W does not have this in the core rules but thankfully to the 2013 S&W appreciation day the Lonely GM has provided what I feel is a really good representation of the idea of the barbarian that I will be rocking and rolling in my game.

    This lead to me just for fun do some additional searching and I found a variation of the bard that WILL be part of my game world one way or another thanks to the work of ZZARCHOV. Less about music or magic and more about being the teller of tales and out smarting their foes.

I will also be bringing in the Shields will be broken rule

=====================================

Shields will be broken
A player can opt to forgo damage done to them if they sacrifice their shield. The
damage will be waived and the shield will break. For a magic shield every +1 will
give them a 1 in 6 chance of the shield surviving this trauma. A sort of “save”

=====================================

    All in all even though we are losing half the party and doing a bit of retcon to characters I feel the drop back from overly crunchy rules a bigger emphasis on adventuring will be a good experience all around. The show must go on!

Wednesday, March 4, 2015

Bandits

To complete my list of tables for a while, here is my bandits table. This table can be used not just for roving bands in the wilderness but also for rowdy pirates on the high seas. Let me know what you guys think.  Many thanks to every one who passed along ideas for this in the OSR community, you guys rock!

Download Bandits

Tuesday, March 3, 2015

Aquatic Area d100 Table

The sea is a dangerous place, full of large scaly monstrosities who would love nothing more then to devour helpless creatures above and below the great tides. From the smallest of fish to the greatest of leviathans you will find an assortment of sea creatures and monsters to meet.


Download Aquatic

Thursday, February 26, 2015

Hills, Mountains, and Plains Areas d100 Tables

Today I have completed the last 3 tables for the time being for wilderness adventuring. As need arises I may create new tables for desert and seafaring locals but currently my needs are met by what is provided. Please feel free to enjoy and make use and if you have suggestions for improvement I would love to hear your thoughts.



Download Plains
Download Hills
Download Mountains