The other day I was browsing Facebook and the most interesting thing popped up via the Timeline of the Alien and Predator Universe page, and cited as being from the July 1998 issue of InQuest Gamer magazine, specifically the article titled "Terminators: Five Movie Monsters to Torment Your PCs" by none other than Kenneth Hite. What three of these terminators may have been was not specified (though the cover of the magazine suggests, well, Terminators), but the two that were are, of course, a Xenomorph and a Yautja:
Showing posts with label Monster Manual. Show all posts
Showing posts with label Monster Manual. Show all posts
Thursday, April 28, 2016
Friday, April 17, 2015
Swords For Wizardry (S&W Appreciation Day)
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Art by RenMoraes |
Naturally, such icons will have been adopted to RPGs before, and are indeed about to experience something of a renaissance, with versions on the horizon for both Dungeon Crawl Classics and Savage Worlds.
But today is not the day to appreciate those systems - today is Swords & Wizardry Appreciation Day!
Happily, like most retroclone systems, Swords & Wizardry is pretty much built for running the sort of picaresque sword-and-sorcery adventures Fafhrd and the Mouser get up to. Really, the only thing that comes to mind that might need adjusting is the multiclassing system.
Fafhrd and the Mouser, you see, quite obviously go back and forth between being thieves and fighters, and of course Mouser started as a wizard's apprentice (Fafhrd, in one story, also took a level as a Cleric, but nothing much came of that). Timothy Brannan at The Other Side just posted some thoughts on multiclassing Swords and Wizardry characters, but I wonder how much would break if you simply removed the minimum ability score requirement and disability to advance in both - or all - classes from the as-written dual-classing rules. I'm sure it could result in slightly overpowered characters, but such things are not out of the ordinary in Lankhmar.
Anyway, slightly overpowered characters need slightly overpowered enemies, and recently I was inspired to recreate the titular creature from the Leiber story "The Cloud of Hate":
Summoned by dark cults lead by evil magicians, Hate-Clouds take the form of a silvery fogbank with a reddish tinge. Attacks made directly targeting the red tinge gain a +4 to-hit bonus. For each Hit Dice, it can ensnare one creature (as the Charm Person spell), which it directs to attack any and all passersby. The Cloud can also manipulate weapons directly. When defeated, a red and silver trail leads back to the summoners.
Hate-Cloud HD: 1- 6 AC: 1(18) Atk: Per Weapon, 1 for each HD not currently ensnaring somebody, Save: 9 Move: 9 AL: E CL/XP: 3-9/60-1100 Special: Accompanied by up to number of HD of ensnared victims (treat as Berserkers).
I hope you enjoyed this little Lankhmar-themed addition to Swords & Wizardry Appreciation Day 2015 - a big shout-out to RJ at Gamers and Grognards for hosting this year!
Monday, October 28, 2013
Monstrous Mushroom Kingdom Monday - The Finale
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Art by JoshSummana |
Bowser, the King Koopa: A massively over-sized Koopa warrior, Bowser claims kingship over the Mushroom Kingdom, and controls a vast army of Koopas, Goombas, and other creatures to make the claim stick. He's also not above kidnapping the family of the previous rulers to magnify his claim.
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Art by Davidleonluis |
Alignment: Evil
Size: Large
Movement: 30
Dexterity: 7
Armor Class: 3 (16)
Hit Dice: 8
Attacks: 3 (bite/claw/jump)
Damage: 2d8/1d6/1d20
Saving Throw: 13
Morale: 7
Experience Points: 1000
Treasure Class: Y
Special: Once per turn, Bowser can breathe a Fireball as an 8th-level magician.
Monday, October 21, 2013
Monstrous Mushroom Kingdom Monday - Part The Third
In addition to the standard flora and fauna of the Mushroom Kingdom, there are a great many artificial creatures that pose a threat to any wandering adventurers. Oftentimes their origin is unknown, and any intelligence they might have possessed has long been worn away by time.
Chain Chomp: A dense, metal ball with a toothy mouth at the end of a chain, which is typically secured to a wall or post. Often used as guardians, and therefore found just outside structures of strategic or financial importance.
Encountered: 1-2
Alignment: Chaotic
Size: Small
Movement: 0 (See Special)
Dexterity: 10
Armor Class: 3 (16)
Hit Dice: 3
Attacks: 1 (bite)
Damage: 1d8
Saving Throw: 15
Morale: 13
Experience Points: 35
Treasure Class: M
Special: After three rounds, roll a d6 each round. On a 1, the chain breaks and the Chain Chomp gains MV 60.
Bob-omb: A metallic ball on mechanical legs, which it uses to walk up to its target before exploding. The turn before the explosion, it throws several harmless sparks from its top.
Encountered: 1 (1d4)
Alignment: Neutral
Size: Small
Movement: 40
Dexterity: 8
Armor Class: 3 (16)
Hit Dice: 2
Attacks: 1 (explode)
Damage: 3d6
Saving Throw: 16
Morale: 10
Experience Points: 24
Treasure Class: M
Special: If the Bob-omb is reduced to 0HP before setting itself off, it explodes for 2d6 damage to whatever struck the killing blow.
Thwomp: An enormous, spiky block of living stone that camouflages itself against stone ceilings, then drops on the unwary.
Encountered: 1 (1d4)
Alignment: Chaotic
Size: Large
Movement: 10
Dexterity: 9
Armor Class: 5 (14)
Hit Dice: 4
Attacks: 1 (smash)
Damage: 1d12
Saving Throw: 15
Morale: 11
Experience Points: 75
Treasure Class: M
Chain Chomp: A dense, metal ball with a toothy mouth at the end of a chain, which is typically secured to a wall or post. Often used as guardians, and therefore found just outside structures of strategic or financial importance.
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Art by darkly-shaded-shadow |
Alignment: Chaotic
Size: Small
Movement: 0 (See Special)
Dexterity: 10
Armor Class: 3 (16)
Hit Dice: 3
Attacks: 1 (bite)
Damage: 1d8
Saving Throw: 15
Morale: 13
Experience Points: 35
Treasure Class: M
Special: After three rounds, roll a d6 each round. On a 1, the chain breaks and the Chain Chomp gains MV 60.
Bob-omb: A metallic ball on mechanical legs, which it uses to walk up to its target before exploding. The turn before the explosion, it throws several harmless sparks from its top.
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Art by Deimos-Remus |
Alignment: Neutral
Size: Small
Movement: 40
Dexterity: 8
Armor Class: 3 (16)
Hit Dice: 2
Attacks: 1 (explode)
Damage: 3d6
Saving Throw: 16
Morale: 10
Experience Points: 24
Treasure Class: M
Special: If the Bob-omb is reduced to 0HP before setting itself off, it explodes for 2d6 damage to whatever struck the killing blow.
Thwomp: An enormous, spiky block of living stone that camouflages itself against stone ceilings, then drops on the unwary.
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Art by BrendanCorris |
Alignment: Chaotic
Size: Large
Movement: 10
Dexterity: 9
Armor Class: 5 (14)
Hit Dice: 4
Attacks: 1 (smash)
Damage: 1d12
Saving Throw: 15
Morale: 11
Experience Points: 75
Treasure Class: M
Monday, October 14, 2013
Monstrous Mushroom Kingdom Monday - Part II
Nearly as ubiquitous in the Mushroom Kingdom as Koopas and Goombas are the Piranha Plants. These carnivorous plants range in size from the height of a man to the height of a tree, and while (usually) immobile can reach a surprising distance. Each individual plant consists of one toothy pod on a stalk, although groups of Piranha Plants have been found growing in tangled clumps.
Encountered: 1 (1d4)
Alignment: Chaotic
Size: Medium/Large
Movement: 0
Dexterity: 7
Armor Class: 8 (11)
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 12
Experience Points: 24
Treasure Class: M
Special: Once per turn, the Piranha Plant can shoot a Fireball as a 3rd-level magician.
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Art by RottaC |
Encountered: 1 (1d4)
Alignment: Chaotic
Size: Medium/Large
Movement: 0
Dexterity: 7
Armor Class: 8 (11)
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 12
Experience Points: 24
Treasure Class: M
Special: Once per turn, the Piranha Plant can shoot a Fireball as a 3rd-level magician.
Monday, October 7, 2013
The Return of Monstrous Monday - Mushroom Kingdom Edition
Some of you may recall that last year about this time there was a big blogfest organized by Tim Brannan to post a bunch of monsters on October 29, as well as on the Mondays leading up to that date. Well, Tim's too busy to host a sequel this year, but when I came up with the idea to do Mushroom Kingdom Monsters I couldn't pass it up.
The genesis of this idea was a thread on RPG.Net titled "Hyboria + Mushroom Kingdom = IT WON'T GET OUT OF MY HEAD!" True to the title, the idea has stuck with me ever since, occasionally inflamed by finding a neat piece of artwork to go with it. All sorts of different rulesets and play-styles have been suggested - there's a particularly nice Savage Worlds netbook by Jeremy Puckett that plays things fairly straight, for example - but the mode that most interests me is the slightly gritty, D&Dified sword-and-sorcery take on it. What, after all, is the difference between Mario and John Carter except that one landed on Barsoom and the other in the Mushroom Kingdom?
OK, that might be a bit of a stretch. Still, the setting has the idea of extra-dimensional visitors built right into it, and they might as well be a motley band of fighters, barbarians, and wizards as a family of ethnic handymen. Either way, they're going to need something to fight, which brings us back to Monstrous Mondays. Each Monday this month I plan to stat up a few iconic Mushroom Kingdom Monsters for Astonishing Swordsmen & Sorcerers of Hyperboria, that being the particular flavor of OSR I think fits this take on the setting best.
To begin, then, we'll start with the Goomba and the Koopa - not very impressive individually, to be sure, but a hoard of them is perhaps a different matter.
Goomba: An intelligent, ambulatory fungus at home in many environments, from deep caverns to scorching deserts.
Encountered: 1d4 (1d6+3)
Alignment: Neutral
Size: Small
Move ment: 10
Dexterity: 5
Armor Class: 10 (9)
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 11
Experience Points: 10
Treasure Class: M
Special: 1-in-12 chance per encounter that one Goomba will be piloting a Goomba Shoe (see below).
Koopa: This humanoid turtle is often found serving as the main trooper in the armies of the King Koopa.
Encountered: 1d4 (1d8)
Alignment: Neutral
Size: Medium
Movement: 30 (Swim 20)
Dexterity: 9
Armor Class: 6 (13)
Hit Dice: 2
Attacks: 2 (bite/claw)
Damage: 1d6/2d4
Saving Throw: 16
Morale: 8
Experience Points: 20
Treasure Class: M
Special: When reduced to 50% Hit Points, the Koopa must pass a morale check or retreat into his shell for 2d6 rounds. Once killed, the Koopa's shell can be fashioned into a suit of AC 7 (12) armor or an AC -1 (+1) shield.
Goomba Shoe: This strange device of unknown origin resembles nothing so much as a giant green boot with a windup key. If piloted by a Small or Medium creature, it provides an AC of 8 (11) and a 1d8 Jumping attack within their standard movement range. All known examples were originally discovered being piloted by Goombas - where they got them from remains a mystery.
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Art Via AdamsPinto |
OK, that might be a bit of a stretch. Still, the setting has the idea of extra-dimensional visitors built right into it, and they might as well be a motley band of fighters, barbarians, and wizards as a family of ethnic handymen. Either way, they're going to need something to fight, which brings us back to Monstrous Mondays. Each Monday this month I plan to stat up a few iconic Mushroom Kingdom Monsters for Astonishing Swordsmen & Sorcerers of Hyperboria, that being the particular flavor of OSR I think fits this take on the setting best.
To begin, then, we'll start with the Goomba and the Koopa - not very impressive individually, to be sure, but a hoard of them is perhaps a different matter.
Goomba: An intelligent, ambulatory fungus at home in many environments, from deep caverns to scorching deserts.
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Art Via D-MAC |
Encountered: 1d4 (1d6+3)
Alignment: Neutral
Size: Small
Move ment: 10
Dexterity: 5
Armor Class: 10 (9)
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 11
Experience Points: 10
Treasure Class: M
Special: 1-in-12 chance per encounter that one Goomba will be piloting a Goomba Shoe (see below).
Koopa: This humanoid turtle is often found serving as the main trooper in the armies of the King Koopa.
Encountered: 1d4 (1d8)
Alignment: Neutral
Size: Medium
Movement: 30 (Swim 20)
Dexterity: 9
Armor Class: 6 (13)
Hit Dice: 2
Attacks: 2 (bite/claw)
Damage: 1d6/2d4
Saving Throw: 16
Morale: 8
Experience Points: 20
Treasure Class: M
Special: When reduced to 50% Hit Points, the Koopa must pass a morale check or retreat into his shell for 2d6 rounds. Once killed, the Koopa's shell can be fashioned into a suit of AC 7 (12) armor or an AC -1 (+1) shield.
Goomba Shoe: This strange device of unknown origin resembles nothing so much as a giant green boot with a windup key. If piloted by a Small or Medium creature, it provides an AC of 8 (11) and a 1d8 Jumping attack within their standard movement range. All known examples were originally discovered being piloted by Goombas - where they got them from remains a mystery.
Sunday, April 21, 2013
Swords & Wizardry Appreciation Day Roundup

The vast outpouring of support for Swords & Wizardry Appreciation Day was remarkable to behold. I'm not sure if anyone has a complete listing of everything that everyone posted - though Erik Tenkar has surely made a heroic attempt - but here's some of the offerings that particularly caught my eye:
I'll start this off by mentioning Gothridge Manor's "Mini Manor" adventure Screams without Faces. It is noted to be a "mature" adventure, and truth be told it's a bit more so than I usually prefer. That doesn't stop it from being very well put-together, not to mention filled with interesting ideas. Other adventures worth checking out are Call of the Xul from Lost In Time, Harnly's Hole from Rended Press, and The Vile Worm from Arcana Creations.
From No School Like The Old School we get a workup for a Lovecraft-inspired Sword & Sorcery setting, plus Swords & Wizardry versions of two races iconic to 4th Edition D&D - the "Chaos-born" and "Dragon Kin". Another new race, the Brokkans, comes to us from the appropriately named tehbadger, who has a free copy of Swords & Wizardry Complete to bestow on someone who shares a badger-folk character sometime in the next few weeks.
On the class side of things, over at Fear No Darkness we find rules for a Werebear (along with a variant Thief and a handsome-looking character sheet), while Tim Brannon shares some S&W-compatible updates for his Witch-class project.
Of course, tricked out new adventurers need something to test themselves against, and many S&WAD contributors were greatly obliging in this regard. One of my favorites is from Semper Initiativius Unus, which gives us stats for (among others) the Vespertilian, or Lunar Bat-Man. And just in case you find your character in that most annoying of situations - a grapple - Hex Generation has some very lightweight grappling rules just dying for a playtest.
Last, but not least, iDungeonCrawl brings us a S&W GM screen that condenses various useful tables onto just a few easily-referenced pages.
And this was just a small selection of the mass of creativity and generosity revealed by Swords & Wizardry Appreciation Day. Personally, I think a huge thank-you is due to all who participated, especially those mentioned above.
Monday, October 29, 2012
Monstrous Monday: Piranhamoose!
As the name suggests, these awesome creatures are hybrids, combining the might of the majestic moose with the ferocity of the freshwater piranha. How, precisely, this combination came about is a great mystery, though the influence of wizards and/or mad scientists seems probable.
Although in the wild the piranhamoose is a fierce ambush predator, if tamed it makes for a very distinctive mount.
Inspired - OK, stolen outright - from the webcomic Wondermark, the piranhamoose can be used in a variety of settings - for an OSR or other Dungeon Fantasy-type game, for example, it fits right along with other weird hybrid-animals. Now that I think of it, in fact, it seems like it'd be a natural enemy for the infamous owlbear. The stats for such a beast might look something like this (I'm using Labyrinth Lord as a guide):
Number Encountered: 1 (2d6)
Alignment: Neutral
Movement: 240' (80')
Armor Class: 7
Hit Dice: 4
Attacks: 2 (butt, bite)
Damage: 1d8/1d12
Save: F2
Morale: 9
Hoard Class: None
XP: 80
If ridden, carries as Draft Horse.
For a more Earth-like setting, it seems like the piranhamoose is most likely to be found in the weirder settings - could it be a post-apocalyptic mutation? A creature of Faerie realms? The creation of a deranged mad scientist? The possibilities are endless.
Although in the wild the piranhamoose is a fierce ambush predator, if tamed it makes for a very distinctive mount.
Inspired - OK, stolen outright - from the webcomic Wondermark, the piranhamoose can be used in a variety of settings - for an OSR or other Dungeon Fantasy-type game, for example, it fits right along with other weird hybrid-animals. Now that I think of it, in fact, it seems like it'd be a natural enemy for the infamous owlbear. The stats for such a beast might look something like this (I'm using Labyrinth Lord as a guide):
Number Encountered: 1 (2d6)
Alignment: Neutral
Movement: 240' (80')
Armor Class: 7
Hit Dice: 4
Attacks: 2 (butt, bite)
Damage: 1d8/1d12
Save: F2
Morale: 9
Hoard Class: None
XP: 80
If ridden, carries as Draft Horse.
For a more Earth-like setting, it seems like the piranhamoose is most likely to be found in the weirder settings - could it be a post-apocalyptic mutation? A creature of Faerie realms? The creation of a deranged mad scientist? The possibilities are endless.
This post brought to you by:
Tuesday, September 6, 2011
Priming The Pump
And I mean that it two senses. Firstly in my return to gaming-related blogging after that unplanned hiatus - I have been cooking up some ideas in the meanwhile, which may or may not ever actually get posted.
Second, and much more interestingly, it refers to a document recently made available by Noisms over at his ever-interesting blog Monsters and Manuals. I'll just let him describe it in his own words:
"It's 2200 pages of in-depth analysis and creative brainstorming by a large number of rpg.net geeks regarding EVERY SINGLE MONSTER IN THE 2nd EDITION ADnD MONSTROUS MANUAL."
I feel fairly certain that this will be old news to just about everyone who reads this, but in case it's not - go read it. Seriously, just the first couple of letters have sparked plenty of inspiration for me, and many of the contributers are quite witty, to boot.
Second, and much more interestingly, it refers to a document recently made available by Noisms over at his ever-interesting blog Monsters and Manuals. I'll just let him describe it in his own words:
"It's 2200 pages of in-depth analysis and creative brainstorming by a large number of rpg.net geeks regarding EVERY SINGLE MONSTER IN THE 2nd EDITION ADnD MONSTROUS MANUAL."
I feel fairly certain that this will be old news to just about everyone who reads this, but in case it's not - go read it. Seriously, just the first couple of letters have sparked plenty of inspiration for me, and many of the contributers are quite witty, to boot.
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