Monday, December 31, 2012

http://womenfighters.tumblr.com/


This is just a quick post, but I find it nifty, women fighters with reasonable armor!   I am far from politically correct,  and sword and socery is just fine (yes, the women are wearing almost nothing, but the men are just beefcake, so its equal opportunity) But I thought it was neat to have a blog on RPG images and in film with girls with actual workable armor.    Also some great art. 

and this Lord of the Rings image is just outstanding!




Friday, December 28, 2012

Minor Magical items for D&D and clones

Some minor magical items for your enjoyment. 

Figurine of the hunting cat.

When Activated, a small, house cat appears, and wonders off. in 1d6 turns it will return to its owner with a Rat, bird, Rabbit, squirrel, or other small animal for its masters meal. There is a 5% chance that the cat will wander off to find a new master on each of its hunts.

Bone key

This key, which is made of bone, has a faint magical aura, when placed in a keyhole and turned, it casts the spell "knock" and disappears.  

Cursed ring of Nothingness


This is a magical ring of plain copper. It does nothing but it cursed and cannot be removed unless Remove curse or similar spells are cast.

Flagal's Fabulous Flint

Will launch magical sparks that will campfires even in bad conditions. 1d100 charges.

Copper for the poor

A copper piece that if placed on a plate and the word is spoken "Blessings to _______" (Insert campaign deity). a dish of Meat and bread will appear. If placed in a cup beer or wine will appear. On the coin is a inscription of "_______, blesses those who give to the poor", and if this coin is given to a beggar, bless will be cast on the giver. The coin disappears upon producing food or drink.

Tuesday, December 25, 2012

Barrowmaze Review

Note, this is a review of Barrowmaze I, not II

ever wanted a sprawling dungeon that is not quite a mega dungeon, but well worth the money to provide a centerpiece of a campaign?  Barrowmaze is a ideal purchase just for that. 

      "Local villagers whisper of a mysterious place deep in the marsh - a place shrouded in mist and dotted with barrow mounds, ruined columns, and standing stones. The tomb-robbers who explore beneath the mounds - or rather the few who return - tell tales of labyrinthine passages, magnificent grave goods, and terrifying creatures waiting in the dark. Are you brave (or foolish) enough to enter the Barrowmaze?"

The feel is not heroes going down to clean evil, though they would be welcome, it feels more of "Hey, lets go kill things and take their stuff!" and it is well suited for that.

Now, Mega-dungeon is a not well defined term.   I would say it something that is "A complete campaign" would suffice for a mega-dungeon, and this is not QUITE large enough to do so.   However it 300 encounter area map means that you will get a LOT of bang out of  your buck.  And for the ever popular Play by Post, this would most likely be a complete campaign to clear it out. 

The layout is a very clean two column setup, which brief, (bot not totally terse) room descriptions.  I happened to think it picked a good balance of fitting in information and giving you some flavor without massive text-blocks of room descriptions.  It gives a good sense of being there.  

In addition, Barrowmaze includes some new monsters, stated in the back of the book.   Some of these are new, some are conversions of some of the more useful FF races.  All are well illustrated.

In fact, the artwork is A+, it is of a consistent, top quality level and unlike some smaller press productions, it does not feel like 2-3 artists slapped together some work, but there is a constant feel.  You cannot really ask for better artwork. 

There are a few fractions in the complex, and some good hints on how to restock and play out these battles.   Also, there is a lot of charm of finding former treasure seekers, many of them already finding doom in some sort of trap or as a meal for some beast.   Much of barrowmaze is stocked with undead (as one might expect) so a good GM will need to keep that in mind if their is a lot of clerics, but it adds a number of new types of undead and keeps it varied.  

The rules are for labyrinth lord  but could easily be converted to most old school systems.  

Rating: A

(Heck, if I wanted to start a new LL - B/X - BECMI type campaign, I would be most likely using Barrowmaze for levels 1-5, then using the Orcus hooks included to lead the more seasoned party to my recently reviewed Rappan Athuk. 

Monday, December 24, 2012

Elder Shadowmasters

Elder Shadowmasters

No Enc.: 1-4
Alignment: Lawful (evil)
Move: 120’ (40’)
Armor Class:4
Hit dice: 8+4
Attacks: 2 fists
Damage: 1d6
Save: F12
Moral: 12
Hoard: none

These are feared creatures of the deep dark places of the earth. Building whole communities in the deep dark places of the earth, as they detest sunlight. The native look is a humanoid body with white skin (with a faint blue tint) with long legs and arms, a short torso, and a large head. Eight 2-foot tentacles cover the mouth area, which is designed to crush bone and eat flesh. While highly organized they are generally quite evil, as they seek to enslave all other races. The great skill and what makes Elder Shadowmaster so feared is their innate Illusion ability. Young Shadowmasters have the ability of 6th level Illusionists, while most will have the ability of a 8th level illusionists. Some of the great leaders and oldest among the Shadowmasters have been known to cast at the 15th level illusionist. Due to their reproduction methods, if a area is abandoned, they can quickly fill a area with Shadowmasters, and then hold back new births to maintain a steady population figure (They eat their young if the population gets too crowded). Generally they spend youth in the large underground cities, then spend a time (200 years or more) to explore and learn, then return as a learned leader of their home city. They easily live 500 years, and if the magic flows strong, they can live longer then many elves. Prisoners or purchased slaves have a Iron collar placed on their necks, enslaving them to mindless work (The slave will think they where freed and experience a illusionary life while their body works to build Shadowmaster cities. ) They welcome traders, but woe to those who try to cheat or break the peace of a Shadowmaster city.

Zombie Cows - for T&T

Inspired  by the secret cow level of Diablo II, and it it is silly, but might be useful. 

 Mooo I say

Zombie Cow

No Enc.: 1d6(4d6)
MR:20 to 40

Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. If three or more Zombie cows approach a living person, they must save Level 2 LK to or loose a add as they are hypnotized/panicked by the flabby flesh bouncing in their general direction.

Zombie Bull (King)

No Enc.: 1
MR: 90


Summoned by the feared spell "raise Livestock" this is a normal cow turned into a Zombie. It walks on its hind legs and though magical means can use weapons. They are fond of Polearms and other two handed weapons. It think skin will adsorb 4 points of non-sprite damage like armor.  

Sunday, December 23, 2012

Ten Kingdoms



             Working on a new gameworld for D&D settings, call the Ten Kingdoms, here is the first map.

Wasteland Playtest stuff

You asked for it and here it is, the first public playtest file for Wastelands :)


I have balanced the skill system, but Now it is time to balance out the combat system. So any input, specific or general feel free to respond.

Wasteland Playtest #1

Introduction
Overview
Character Creation
.....Intro
.....Attributes
.....Classes
.....Skills
Equipment
.....Weapons
.....Armor
.....Medical Scientific
.....Misc
Combat
.....Combat round
.....Ranged
Monsters
....Monsters a-z

Introduction: Welcome to the Wastelands...

Wasteland is a Post-Apocalypse RPG rule set, the "Standard" setup is the post nuclear apocalypse, however zombie invasions, post plague, and other "End of the world" setups can be easily house ruled. There are three concepts that are important in the development.

Simple - the goal is to keep the game simple, both in mechanics and in wording.
Expandable - to allow anyone to expand the system to what there needs require
Fun – if it not fun, then why make a game?


Overview:

The year is 2145, and the world is a ruin. For years people saw the wars coming, less resources and more people is not self-sustaining, and even with the wonders of technology, it did not change the nature of man. China-Indonesia Alliance and the North America Trans-Euro command found itself with a crisis, political leaders where politicians and not statesmen, and the crisis began to spiral out of control, and then on July 1, 2125 the old world died in fire and the new world was born. Twenty years have past, the survivors have started to reform communities, and the brave, the foolish, and condemned go out from their communities to explore the Wasteland, to find resources, to collect artifacts of the old world, to enrich their communities and themselves. But in the wastes their are many horrors, old war machines still fighting the war, mutants of all shapes and sizes, deformed by the nuclear and biological weapons of the past, the oppressive radiation that blankets the world, and finally, what many consider the most dangerous creatures, fellow humanity.

Character Creation

The details are below, but as a quick overview

Creating a Character
1.Have a piece of paper (or character sheet), pencil, and 2d6.
2.Roll a 2d6 for each of the main attributes (Strength, Dexterity, Endurance, Intelligence, Charisma). If the GM allows, you can roll a 2d6 five times and place the resulting scores in the attributes you wish.
3. Mark Luck and XP as Zero. Roll 4d6 and add that number as your starting Rads.
4.Figure out your starting HP, which will be your Endurance + 1d6
5.Decide on which Class you wish to be.
6.Make Class modifications to Attributes
7. Choose your skills.
Each starting character gets 4 skills three from the class list, and one free choice. Then the Character can add one rank to one of the four skills (except skills that are limited to one rank)
(note on skills, not having a skill does not mean one cannot do something, it just that you do not have a bonus for it)
8. Role 2d6x20, this is your starting bottle caps (currency) to buy equipment
9. Buy equipment

Attributes


Characters have a number of Attributes that will be recognizable by most role players.

Strength(STR) - the physical power of a character
Dexterity(DEX) - The coordination of a character
Endurance(END) - the health of a character
Intelligence(INT) - the IQ of the character
Charisma(CHA) - the looks and personality of a character
Luck(LU) – Sometimes it is better to be lucky then good
Hit Points (HP) – How much damage a character can take
Radiation Points (RADS) – How much radiation the character has received.
Experince Points (XP) - Experience points.

STR, DEX, END, INT, and CHA have a value between 2-12, rolled on a 2d6, thus the average is seven (7). Hit Points are the health of the character, and if HP reaches below zero, then the character is dead. (Zero means the character is knocked out). Rads are a tracking number of how much radiation the character has experienced. Many times there will be radiation in surface water, game animals, and other events that can cause the player to adsorb radiation and thus earn rads. Rads upon reaching certain levels have effects (and sometimes even mutations!)

Luck Points are to celebrate the adage, sometimes it better to be lucky then good. Luck Points are given out by the GM for good role-playing or for other rewards, and a player can use a luck point that has been earned to reroll an unfortunate die roll. (There is a limit for using one luck point on a specific roll, so if a luck point is used and the roll is still bad, the 2nd roll stands)

As a example - Player A rolls to hit a mutant, and rolls a ten to miss, it is very important that Player A hits the mutant, as if he fails, one of his party may die in the next round. So Player A decides to use a luck point. He declares this, and reduces his luck score by one. At this point, Player A re-rolls. the old roll is eliminated, and the new roll, be it a 2 or a 12, is kept, and Player A, even if he has a luck point, cannot use another one.


Classes

Members of the wasteland have had a number of classes, these include what they did pre-war, and also what they have done post war.

Class List

Classes in detail.

(Note: when rolling for extra hit points on leveling, the charicter will get HALF the HP bonus or penatly added to the roll, though they will always get one HP.)


Soldier - Before the great war, this character was a member of the military (or is a decentdent of soldiers and has recived training), and survived the resulting nuclear Holocaust, His or her military training and items allowed them to survive and even thrive in the world.
Attributes mods: HP + 4, INT -1
Class Skill List

Electronics
Survivalist
Medicine
Rifle
Energy weapons
Heavy Weapons



Scientist - This men or women of science (or medicine) survived the great war and have used there rich education to find a role in the post war world. Also in some communities Scientists are still being trained.

Attribute Mods: INT + 2, STR -1 , - 2 HP

Computer
Electronics
Medicine
Knowledge
Craft skill
Jack of all Trades


Tribal - Not all the men and women could take the fact that the world as they knew it ended. It can be an earth shattering experience, and some of them joined together and quickly formed newly made tribes with initiation rites, and deep clannishness.
Attribute Mods: +2 HP

Survivalist
Bow
Blunt
Spear
Craft Skill
Jack of all Trades

Mutant - Between the effects of radiation and the Mutagen viruses released, some people have gone though a terrible transformation. They have grown bigger, skin turning Green, Yellow, or black and while somewhat dumber, and weird mutant abilities. Radiation has less effect on mutants.
Attribute Mods: +2 STR, +2 HP , half Rads, -3 INT

Blunt
Brawling
Pistol
Rifle
Mechanical
Heavy Weapons

Ghoul - Some people exposed to massive doses of radiation and the Mutagen Viruses had a transformation that was unique. the skin looked like it was to peel off, turning a ugly shades of red and green, almost zombie like, however they maintained there intelligence, and found themselves immune to radiation (some ENJOY radiation) however many consider them non-human.

Attribute Mods: Rads No effect, -2 HP

Thieving
Survivalist
Jack of all Trades
Salvage
Pistol
Electronics



Wanderer - Some travel the wastes in a nomadic existence, traveling place to place, never feeling right settling down as they had lost so much at there old home. Others have found themselves cast out or otherwise homeless. Those who survive this are tough survivors.

Attribute Mods: +1 Dex, +1 CHA

Pistol
Rifles
Mechanical
Salvage
Survivalist
Gambling


Scavenger - Some make a living finding the old stuff, and getting to work (or taking the parts off that can be used and scrapping the rest) of course, much of the easy salvage has already been taken.
Attribute Mods: +1 INT

Jack of all Trades
Salvage
Craft skill
Survivalist
Sneak
Mechanical

Villager - Some people have formed small villages, starting to raise families, and growing food (by grazing or by crops), they must know how to survive well as the world is a tough place.

Attribute Mods: +2 HP,

Black Powder
Sneak
Craft Skill
Mechanical
Pistol
Survivalist

Raider - why work when you can take it from someone else? Some groups have formed that raid anyone they feel weaker and take items of value. They are the scourge of the wasteland.

Attribute Mods: +1 STR, +1 DEX, -1 END (-1 HP)

Blunt
Pistol
Rifle
Thieving
Explosives
Blade

Rogue - Someone who just needs duct tape and some salvaged items and can make a working radio, or bomb, or can take a bunch of old tins and make a fine dagger. Also they can steal without violence, spies, and other uses in the wastelands in populated areas.

Attribute Mods: +1 INT, +1 DEX, -2 HP

Salvage
Craft Skill
Thieving
Electronics
Mechanical
Blade


Skills

Skills are broken down into “Weapon Skills” And “Non-Weapon Skills”

Weapon Skills

Brawling - fighting without any weapons, or with brass knuckles and other very short range weapons.
Black powder - the use of black powder weapons, both rifles and pistols.
Blade - the use of knives and other bladed weapons, including swords
Blunt - using large, blunt objects, including lead pipes, clubs, Cudgels, and crowbars. Axes fall under the blunt object
Bows - using bows or crossbows to fire a bolt or arrow at something
Energy weapons - Weapons that shoot pulses or beams of energy at a target
Explosives - using things that go BOOM.
Heavy Weapons - Large chain guns, rocket launchers, small nuclear devices, squad machine guns, and other large weapons.
Pistol - use of small single hand or small carbine/submachine gun weapons.
Rifle - use of large rifles that require two hands, such as assault rifles, bolt action, shotguns(including sawed off) lever action, ect
Spear and Polearms - using sharp pointy sticks, and two handed weapons based off polearms, and other primitive weapons


Non-Weapon Skills

Computer - knowledge on how to operate, fix and program computers.
Electronics - Knowledge on how to operate, fix, and program non-computer electronics.
Survivalist - you know how to find and raise food, and generally how to survive in the wastelands
Thieving - you know how to pick locks, fake documents, pick pockets, and set up (and disarm) booby-traps. You are also streetwise
Gambling - Skill on all sorts of gambling
Jack of all Trades - Increases the default chance of all skills to six. Limited to one rank
Medicine - medical training, ranging from dentist to ER doctors.
Mechanical - know how to operate, fix, and build non-electronic technology
Salvage - finding useful things in scap and junk piles.
Craft skill - this allows one to make and build things, when you buy this skill you are limited to one specific type of craft (unless you buy this skill twice) Craft skills include but are not limited to Blacksmith, Leatherworking, seamstress, potter, gunsmith, farmer, rancher, ect. Basically, if you are trained into making or growing something, it is a craft skill.
Knowledge – you are a expert on some sort of information, including buy not limited to Religion, Math, Biology, Chemistry, History, ect
Sneak – When you have to be very quiet, or hide, Sneak is always a useful skill.



How Attributes and Skills work.

Attribute and skills Rolls

Many actions by the player are handled by attribute rolls. For example, to lift a heavy object might be a STR -2 roll (thus, the player would have to roll under their STR minus two on a 2d6. Or reaction roll might be a charisma roll (roll under the Charisma Attribute on a 2d6) 2 always passes on Attribute rolls, and 12 always fails.

Sometimes when a specific goal needs to be met, it needs to be done by a skill. Even if one does not have the skill, a player will have a base chance of five (six if they have the "Jack of all trades" skill) to carry out a action. If they buy a skill there base chance is 7 + skill level. So as a example, if John doe has the skill Computers - 2 John doe base chance is nine. In some non-time related issues, if their skill roll fails, they can try for an attribute roll with a penalty to see if they can figure something out. As a note if they have succeeded in a roll, and try to do the same or similar thing again, they should be able to do so (or with a large bonus) at the GM digression.

Example 1 – The party comes across a locked gate, the could use DEX to climb over the gate, STR to break the gate down, or Thieving skills to pick the lock. However in some cases the Game Master should give bonus or penalties to do something. (For example, a rotted wood door the player would receive a bonus of +2 on to break it down, while a steel reinforced door might be -2.

Example 2 - A tribal finds a computer terminal, and fails on her computer roll to figure out how to use the system to retrieve a file(as she never used this system before) and fails her skill roll, however she has plenty of time, and is smart (has a high Intelligence) and after a hour she can roll a attribute roll (-2 in this case) to see if she can figure out how to get the data she needs.


Equipment
.....Weapons

Dam: Damage
Att: number of attacks per round (note, weapons that fire more then once per round fire roll to hit, and if they do hit, then roll a separate roll to see how many actually hit), 1/2 means fires every other round, select fires three times every round, auto fires six times every round, and chain gun fires twelve times every round.
Round: the type of ammo it uses, NA does not use ammo.
Range: the range that the weapon, if more then melee, it is the range that each to hit adjustment takes place.
Cost: Approx cost of items in Bottle Caps (bc)


Brawling Gear

Brass Knuckles Dam: 1d6, Att: 1, Round: NA, Range: Melee, Cost: 5bc
Boxing gloves Dam: 1d3-1, att: 1, Round: NA, Range: Melee, Cost: 5bc
key ring Dam: 1d3+1, Att: 1, Round: NA, Range Melee, Cost: 1bc
Spiked Knuckles Dam: 1d6+3 Att: 1, Round: NA, Range: Melee, Cost: 10bc
Power Fist Dam: 3d6+3, Att: 1, Round: EC (1), Range: Melee, Cost: 1200bc (holds 20 ECs)
Death Blade Knuckles Dam: 2d6, Att 1, Round: NA, Range Melee, Cost: 240bc



Blades

Bowie Knife Dam: 1d6+2, att: 1, Round: NA, Range: Melee, Cost 10bc
Katana Dam: 1d6+5, att: 1 Round: NA, Range: Melee, Cost 40bc
switchblade Dam: 1d6, att: 1, Round: NA, Range: Melee, Cost 12bc
meat cleaver Dam: 1d6+2 att: 1 ,Round: NA Range: Melee, Cost 12bc
Combat Knife Dam: 1d6+3 Att: 1 ,Round: NA Range: Melee, Cost 20bc
Bayonet Dam: 1d3+2 Att: 1 ,Round NA, Range Melee, Cost 4bc
Tribal Knife Dam: 2d3+1 att: 1, Round NA, Range: Melee, Cost 10bc

Blunt

Crowbar Dam: 1d6+1, att: 1, Round: NA, Range Melee, Cost 12bc
Lead Pipe Dam 1d6-1, Att 1, Round: NA, Range Melee, Cost 6bc
Tire Iron Dam 1d6, Att 1, Round NA, Range Melee, Cost 8bc
Sledgehammer Dam 1d6+1d3+4, Att: 1, Round: Na, Range: Melee, Cost 12bc
Pool Stick Dam 1d6, Att: 1, Round NA, Range Melee, Cost 10bc (note, on a roll of 12 the pool stick breaks)
Baseball Bat Dam 1d6+2. Att: 1. Round: NA, Range: Melee, Cost 20bc
Police Baton Dam: 1d6+1, Att: 1, Round NA, Rnage: Melee, Cost 15bc
Power baton Dam: 2d6+4, Att: 1, Round: EC (1), Range: Melee, cost 80bc
Power Sledgehammer Dam: 4d6+4, att: 1, Round: EC (5), Range Melee, Cost 600 bc

Spear

Javelin Dam: 1d6, Att 1, Round: Javelin., Range: 20, cost 10bc
Tribal Spear Dam: 1d6+1, Att 1, Round: NA, Range: Melee, Cost 15bc
Blowgun Dam 2d3, att 2, Round: Dart, Range 25, Cost: 40bc
Hunting Spear 2d6-3, att: 1, Round NA, Range Melee, Cost 30bc
Junkyard Spear Dam 1d6+1 att: 1, Round: NA, Range: Melee, Cost 15bc
Halberd Dam 2d6, Att: 1, Round NA, Range: Melee, bost 40bc

Bows

Short Bow Dam: 1d6 att: 1 Round: arrow, Range 20, Cost: 20bc
Long Bow Dam: 1d6 att: 1 Round arrow, Range 30, Cost 40bc
Compound Bow Dam: 1d6+4 att: 1 Round arrow, Range 35 Cost 60bc
Tribal Bow Dam: 1d6-1 att: 1, Round: arrow, range 25, Cost 30bc
Cross Bow Dam 1d6, Att: 1 Round Bolt, range 20 Cost: 30bc
Foot Bow Dam 2d6+3, Att: 1/2, Round bolt, Range 40, Cost 70bc
mini-crossbow Dam 1d6-1, Att: 1/2, Round bolt, Range 30, cost 35bc

Explosives
Frag Grenade Dam 3d6 att: 1, Round: Frag Grenade, range 10, Cost: 50bc
EMP Grenade Dam: 4d6, att 1, Round EMP grenade, Rage 15, Cost 50bc (Note: only vs robots)
Bouncing Betty Dam 2d6 att 1, Round Bouncing Betty Range:* Cost 50bc
TNT Dam: 2d6. att: 1 Round: TNT Range: 10, cost: 40bc
C-4 Dam: 4d6 att: 1 Round C4, Range 5, cost 80bc (needs Detoator)
Molotov Cocktail 1d6(x2 rounds) Att: 1, Round Molotov Cocktail, Range 15, Cost 20bc
Detonator Dam Nil, Att: 1/2, Round Detonator, Range: NA, Cost: 50bc
Detonator, Salvaged Dam Nil, Att: 1/2, Round Detonator, Range: NA, Cost: 30bc
Anti-Personnel Mine Dam 3d6, att 1/2, Round AP Mine, Range NA, Cost 50bc
Anti-Tank Mine Dam 6d6, att 1/2, Round: AT mike, Range NA, Cost 100bc (note, only items weight more then 600 libs will set off AT mine)

Pistols
Hi-Power Dam 2d6+2 Att: 2, Round 9mm, Range 40, Cost 600bc (holds 10 9mm)
XRP-9mm Dam 2d6+2, att 2, Round 9mm, Range 35, Cost 550bc (holds 13 9mm)
XRP-10mm Dam 2d6+4, att 2, Round: 10mm, Range 35, Cost 700bc (holds 9 10mm)
XRP-.45 Dam 3d6+2, att 2, Round 45Cal, Range 40, cost 700bc (holds 10 45Cal)
1911 Dam 2d6+2, att 2, Round 45Cal, Range 35, Cost 600bc (Holds 7 45Cal)
Model 10 Dam 2d6+1, Att 2, Round 38 Special Range 35, Costs 400bc (Holds 6 38 special)
Model 15 Dam 2d6+1, Att 2, Round:38 Special Range 40, Cost 500bc (Holds 6 38 special)
Model 36 Dam 2d6+1, Att 2, Round 38 Special, Range 15, Cost 400bc (Holds 5 38 Special)
44 Special Dam 3d6, Att 2, Round: 44 special, Range 35, Cost 500bc (Holds 6 44 special)
44 magnum Dam 4d6+2, Att 2, Round 44 Magnum, Range 35, Cost 800bc (Holds 6 44 Magnum)
10mm Sub-machine 2d6 Att auto, Round 10mm, Range 35, Cost 600bc (Holds 20 10mm)
Tek-9 2d6-1, att: auto, Round 9mm, Range 35, Cost 550bc (Holds 20 9mm)
Victor PRK 2d6-2, Att 2, round: .380, range 35, Cost 425bc (holds 7 .380)
Target .22 1d6+3, Att 1, Round .22, Range 40, Cost 400bc (holds 10 .22)

Black powder (Note, bp takes 2 rounds per round to load.)
Black Powder Revolver Dam: 1d6+2, att 2, Round: BP, Range 30, Cost 250bc (holds six BP)
Black Powder Rifle Dam: 2d6+2, Att 1, Round BP, Range 70, Cost 350bc (holds 1 BP)
Single Shot Pistol Dam: 1d6, att 1, Round BP, Range 35, Cost 100pb (holds ` BP)
Black Powder Grenade Dam: 2d6+5, Att 1, Round pb grenade) Range 10, Cost 20bc
Black Powder Cannon Dam: 4d6, att 1/2, Round 5 BP, Range 50, Cost 2000bc (holds one shot)


Rifle
Rifle, .22, Common Dam 1d6+3, att 2, Round: .22, Range 70, Cost 400 (Holds five .22)
Rifle, .22, Target Dam 1d6+3, Att 1, Round: .22, Range 100, Cost 600 (holds 1)
Hunting Rifle Dam 3d6, Att 1, Round 30-6, Range 70, Cost 600 (holds 5)
AR-15 Dam 2d6+3, Att 2, Round .223, Range 70, Cost 600 (holds 20)
Military AR Dam 2d6+3 Att: select, Round .223, Range 80, Cost 800 (Holds 20)
AK knockoff Dam 2d6 att: 2, Round 7mm, Range 60, Cost 500 (Holds 20)
AK-94 Dam 2d6, att: Auto Round 7mm, Range 60, Cost 700 (Holds 20)
BB gun Dam 1d3, Att 1, Round BB, Range 70, Cost 100 (holds 5)
Shotgun Dam 3d6 att 2, Round 12 guage, range 20, Cost 300 (Holds 2)
Combat Shotgun Dam 3d6, Att 2, Round 12 guage, Range 20, Cost 500 (hold 7)
Sawed Off Shotgun, 3d6, Att 2, Round: 12 guage, Range 10, Cost 300 (Holds 2)
Lever Action, .38 Special 2d6, Att 2, Round .38 special, Range 70, Cost 400 (holds 10)
Lever Action, 44 mag 3d6, att 2, Round .44 special, Rnage 70, Cost 700 (holds 10)
Military Surplus Bolt Action Dam 3d6, Att 2, round 30-6, Range 80, Cost 230 (holds 6)
Wasteland Rifle Dam 2d6-1, Att 2, Round 30-6, range 60, costs 120 (holds 4)


Energy weapons

Laser Pistol Dam 2d6+1d3, att select, Round EC, range 40, Cost 700 (holds 20 EC)
Plasma Pistol Dam 3d6+3, Att Select, Round: EC, Range 30, Cost 900 (Holds 20 EC)
Laser Rifle Dam 2d6+1d3, Att select, Round EC, Range 70, Cost 1200 (Holds 40 EC)
Plasma Rifle Dam 3d6+3, Att Select, Round EC, Range 50, Cost 1500 (holds 40 EC)
Guass Rifle Dam 5d6, Att 1, Round EC, Range 120, Cost 2500, (holds 20 EC)
Telsa Gun Dam 4d6, Att 1, Round EC(5), Range 40, Cost 1200, (holds 20 EC)
Sniper, Laser Dam 3d6 Att 1/2) Round EC, Range 200, Cost 1200 (holds 5 EC)

Heavy Weapons
Rocket Launcher Dam 3d6+3, Att 1/2, Round: Rocket) Range 45, Cost 800
Mini-gun Dam 2d6, Att auto, Round 9mm, Range 50, Cost 1200 (holds 100)
GP machine Gun Dam 3d6 Att: Auto, Round .233, Range 60, Cost 2500 (Holds 100)
LAW Dam 3d6, att 1, Round LAW, Range 20, Cost 500
Flamer Dam 2d6+3, Att 1, Round Fuel, Range melee Cost 300 (holds 10 fuel)
Gatling Laser 2d6+1d3, Att: Chain, Round EC, Range 40, Cost 500 (Holds 30 EC)
Gatling Gun 2d6, att chain, Round 7mm, Range 50, cost 1200 (holds 100 7mm)



.....Armor

Padded cloth DR 1, 20bc
Leather Dr 3, 40bc
studded Leather Dr 4, 50bc
Raider Spiked Dr 5, 60bc
Raider Metal DR 7, 90 bc
Raider leather DR 4, 45 bc
Combat Armor DR 10, 500 bc
Salvaged, light DR 6, 250 bc
salvaged, heavy DR 9, 400 bc
Stealth Armor DR 9, 700 bc (Note: Improves stealth skill by 2)
Power armor, old DR 20, 2000bc
Power armor DR 24, 2800 bc
Advanced Power Armor DR 32, priceless



.....Medical Scientific
Health Stim - Heals 1d6+4 HP - 30bc
Double Stim - Heals 2d6+7 HP - 70bc
Doctors bag - Allows healing rolls by healers - 40bc

.....Misc
Ammo
.22 - 3bc
.38 - 5bc
.380 - 5bc
.44 special - 15 bc
.44 magnum - 25 bc
9mm - 7bc
10mm - 12bc

Rocket - 50bc
EC - 18bc

7mm - 10bc
.223 - 14bc
30-6 - 12 bc
12 gauge - 12 bc


Combat

Combat is divided into rounds; combat in wasteland is generally short and brutal, fitting to an end of the world game. Combat is handled though an easy to understand process.

1. Roll for Surprise
2. Roll for Initiative, ties are broken.
3. As per initiative, each player (and monsters) declare their actions and if attacking, make to hit and damage rolls, and then and if damage is taken, it takes effect immediately.
4. Players use any “instant use” items such as Stim-paks.
5. Any morale checks are made if needed
6. Go to step 3 till the combat is finished.


Surprise Rolls

Depending on the situation, there is a chance that one or both sides might be surprised. Surprise is handled by rolling a d6, in general, if both sides where to blunder into each other, each has a 1 in 6 chance of being surprised, (Both sides can be surprised, meaning the two sides stare dumbly at each other for a round) a stealthy player or beast that waits might get a 5 in 6 chance of surprise. It depends on the situation.

A player or creature that surprises another gets x2 bonus on damage, and if from behind, x3 damage, and has a “free round” before Initiative rolls take place.


Initiative Rolls

Each player and the “bad guys” as a whole each roll 2d6 for initiative, and ties are broken by a d6. The writers highly recommend that each player is given a chance to roll his or her own initiative due to the bloody nature of the combat, as if you roll once for the party and once for the “bad guys” the bad guys might kill off the entire party if they win initiative. Initiative goes lowest to highest in order.

To hit Rolls

To hit is done though Skills with modifiers, for example, someone with a Rifle-2 skill would hit unmodified on a 9 or below on a 2d6. However there are range, size, and cover modifiers to deal with. Some examples are below.



Point Blank +3
Close range +1
Normal 0
Long range -1
Extreme distance -5

Light cover (in brush or partially hidden) -2
Well covered (behind a large rock) -4
Being shot at with suppressing fire -3

If you roll at or below on a 2d6 with the skill + modifier you have hit, and can roll damage, otherwise you miss.

Damage rolls

Armor in Wastelands does not make you harder to hit, but it absorbs damage, thus while someone in power armor might be hit with 100 arrows, they might all bounce harmlessly off the armor. A armor that has a DR of 10 will absorb damage of 10 points per hit.

Each weapon has an amount of damage listed, such as 2D (two dice) or 1d+4 (1 dice plus 4) and the hit point damage taken is damage – Damage resistance = hit point loss. If the damage is less then the damage resistance, then no hit point loss occurs.

Some weapons, namely some rifles and heavy guns, have more then one attack per round. A “select fire” weapon shoots three bullets a round, a fully automatic weapon fires six bullets a round, and some guns like a chain gun, shoot twelve bullets a round. These weapons are handled though the following process. The user of the weapon rolls once on the to hit, and if they hit, they roll a d6, and this informs the player out of the rounds fired, how many actually hit the target. Then they roll damage and this damage is multiplied by the number of bullets that hit. This combined score is then processed though the damage resistance, thus even heavy armors can be compromised by direct hits from automatic weapons.


1 2 3 4 5 6
Select fire 1 1 2 2 3 3
Automatic 1 2 3 4 5 6
Chain gun 2 4 6 8 10 12


Giant Ant – worker
Hitpoints 1d6+2
DR -2
Attack: Bite 1d6
Loot: 80% chance ant meat (+2 hp, +2 rads)

Worker ants that have been mutated in the wasteland, these are found forging around many areas looking for any type of biomass to bring back to their nest, they can be found individually, in small groups, or en-mass inside the nests.



Giant Ant – Soldier
Hitpoints 2d6 +2
DR – 3
Attack: Bite 2d6
loot: 100% chance ant meat (+2 hp, +2 rads), 20% ant nectar

Soldier ants have been mutated in the wastelands, these will protect larger group of workers, and protect the nest. These are feared fighters if they can get into range. They will fight to the death to protect the nest.

Giant Ant – Queen
Hitpoints 6d6
DR – 1
Attack: none
Loot: 2d6 ant meat (+2 hp, +2 rads), 1d6 Ant Nectar, 20% chance Ant Queen jelly.


Large, bloated egg producer, the ants of the nest will protect the queen at all costs, will produce large amounts of Giant Ant eggs, a valued food source as it is free of radiation when it is produced. The Queen Jelly is a highly valued by biological research.


And here is a semi-original one based off a fallout 3 creature

Yeo Guai
Hitpoints: 5d6
DR – 4
Move 20''
Attack 1d6/1d6/1d6+4 (8)
Loot: 1d6 meat (+1 rads), Pelt- rare,Yeo Guai Gall bladder

These are one of the many horrors that are in the wastelands, gernally thought to be mutated bears, these are quick, deadly hunters, and have been known to take out some of the toughest creatures and humans in the wastelands, most feared is it bite, which it hits on a 8 or lower. Its Pelts are highly prized, and its meat is edible. Yeo Guai gall bladders are highly valued in medicine.

I an currenly going though MM1 and converting some critters that make sense for Wasteland...

Bestary a-d (Minus deathclaws)

Ape, Carnivorous
Hitpoints 4d6
DR – 2
Move: 12''
Attack 1d6-1 x2
Loot: Meat (+2 Rads), Pelt- common

A escapee from zoos, mutated in the wastelands, they are larger, stronger, and very aggressive mutation of gorilla's. It tries to stay in wooded areas where it will jump out to grab a hold of someone, then try to drag them into the woods. On the body is just it meat (unpopular due to closeness to cannibalism.) and its pelt, which a leatherworker can collect. Its lair may have a few random shiny objects of low
worth.

Beetle, Giant
Hitpoints: 3d6+2
DR: 3
Move: 9''
Attack: 2-12
Loot: none

Giant Beetles that have mutated, living in varied areas depending on the beetle type was mutated from. There is little value, as the meat is inedible , however some villagers and tribals do collect the exoskeleton for decoration. There is rumors that some tech rich groups have started to experiment with breeding giant bettles, harvesting them for the shells, and attempting to make a armor with the exoskeleton and epoxy glues.

Boars, wild
Hitpoints 3d6 +3
DR 4
move 15''
Attack 2d6+1
Loot: Pelt - petty, 1d6 meat (+2 Rads)

Boars and feral pigs have escaped, and populated the world, these usually come in herds of of 2d6 animals, and along with deer, are some of the bedrocks of hunting villages and tribals. As it meat and pelts are some of the most common food and pelts.

Boars, Giant
Hitpoints: 7d6
DR 6
move 7''
attack 3d6
loot: Giant Boar meat (+2 HP, +2 rads), Pelt – Common

The Giant version of boars, are thankfully not as common, as they are highly prized by hunting groups. (and thus hunted to elimination in some areas) usually in groups of 2d6-3

Cattle, brahim
Hitpoints: 1d6
DR: 1
Move: 15''
Attack: 1d6-3
Loot: meat (+1 rads), Pelt – common

The two headed brahim breed of cattle is the most common breed of cattle.


Centipede, Giant
Hitpoints: 2
DR: 0
Move: 15''
Attack: 0 (Poison)
Loot: none

These generally are in large groups (3d6 or more) and will rush towards prey, while its bites are not damaging, they do inject a weak poison, that saves on END +3, if saving throw fails, the poison will do 1d6 damage a round until it is saved, cured by anti-toxin, or the pray bitten dies.

Crocodile
Hitpoints: 3d6
DR: 4
Move: 6'' (on land)/12'' (in water)
Attack: 2d6
Loot: 1d6 meat (Rad free), pelt – valuable

Crocodiles generally try to stay still and surpise it prey, crocodile hunting is a dangerious, if rewarding occupation in the wastelands


Dog, Rad
Hitpoints: 2d6+3
DR: 1
Move: 15''
Attack: 1d6+2
Loot: 40% meat (+2 rads)

Rad Dogs are wild dogs that have found must radiation in the wastelands, usually in packs of 3d6, they are feared killers of cattle and children, and cannot be domesticated.

Dog, Wild
Hitpoints: 2d6-1
DR: 1
Move: 12''
Attack: 1d6
Loot: 40% meat (+1 rads)

These dogs dot the wastelands, and sometimes can be befriended and its not uncommon for someone to have a dog as a pet and guard-dog.

Deathblade
Hitpoints: 8d6+4
DR 4
Move 20''
Attack 2d6*/2d6*
Loot: 20% chance of deathclaw claw

One of the most feared creatures of the wastes, the Deathblades are the result of intensive genetic engineering to help reinforce the front lines as manpower and robotics was stretched to the limits. Created from Jackson's Chameleons, these range from 14-20 feet tall, are of green or brown color, sometimes with fur, and with their infamous claws. The claws are also famous as they where geneticly designed of a strong unique bone structure that damage ignores damage resistance, thus even power armor offers no special protection. At first these where thought to be a rumor, however there slowly expanding range has confirmed that these terrors exist. Even super mutants avoid known deathclaw areas. They form extended clans, with the den mother running the main pack, and a alpha male running the hunting packs. They are intelligent enough to open doors and other simple mechanical devices.

Eel, water
Hitpoints: 2d6
DR – 1
Move 6''
attack: 1d3
Loot: Meat (+3 rads), pelt – valuable

These water born animals are a staple for water communities, breeding in mass, and mostly harmless, the main issue is the other water-terrors that one may encounter when fishing for eels.


Frog, Giant
Hit Points 2d6
dr – 0
Move 12''
Attack 1 (see swallowing)
Loot: Frog legs (Meat, no rads)

Giant frogs are over sized frogs that lie in wait in the wet parts of the wastelands. On a roll of 2 on 2d6 attack roll, the player must make a dex check or be swallowed, (killed instantly) Mutants, due to there large size, cannot be swallowed.

Gar, Giant
Hit points 4d6
DR – 2
Move 20''
attack 3d6
Loot: 1d6 meat (+2 rads)

Giant Gars are the bane of many a fisherman, many eel fishermen have been lost in the teeth of a Giant Gar.

Gargoyle
Hitpoints 2d6+3
dr-4
Move 9''
attacks 1-3, 1-3, 1d6
Loot: Lair may have assorted small items.

Gargoyles are the nickname to the numerous failed genetic experiments that have escaped after the war. Many with large doses of human blood, but of low human intelligence, sharp claws and a mean bite, these creatures inhabit the ruins of abandoned cities, finding food and living in groups for protection. Thankfully it appears most of these horrors are sterile, however there seems to be a unexhaustive source of new ones from ongoing research.

Ghoul, Feral
Create as NPC Ghoul

Some Ghouls have gone quite mad, and wonder the wastelands attacking anything that they feel is weaker then they are. They have a tendicy to exist in high radiation areas as they are immune to the effects.

Hyena
Hitpoints 3d6
DR – 1
Move: 12''
attack 1d6
loot: nil

Hyena's didn't need to mutate much to excel in the wastelands, escapees from the zoos just fanned out, eating the overabundant carrion, and at night they been known to attack camps. There meat and fur is useless but for baiting traps for other Hyenas.

here are some unique creatures

Super Mutant
Hitpoints: 7d6+4
DR – 4
Move 12''
attack: 1d6 or per weapon
Loot: equipment

Super mutants are one of the great terrors of the Wastelands. Mutants that have mutated well beyond the normal “mutants” these are true giants, normally 14 foot tall or larger, with massive STR bonus. Create as a mutant, but with a +4 to STR, and -3 to INT.

Robots

Robots and other artificial constructs are a constant threat or benefit in the Wastelands, this is just a sample of the many robots that one may encounter.

Robot, Mr. Howdi – Civilian.
Hitpoints: 3d6+2
DR – 2
Move 8''
Attack: Flamer, Victor PRK

The Mr. Howdi, built by General Atomics, was a commonly produced general use robot, that could be used as a butler, a factory worker, or as a home defense robot. Consisting of a metal sphere with four arms, and three sensor pods, they are reasonably intelligent, but not self-aware. Millions of these where produced before the war, both by General Atomics, and other knock-offs companies. And they are one of the most commonly encountered robots as the spare parts are common enough, and they where built to last. It makes a gentle humming sound from the anti-grav generator that lets this robot float over the ground.

Robot, Mr. Howdi – Military
Hitpoints 3d6+2
DR – 4
Move 8''
Attack: Flamer, Tek-9

This is the Military version of the Mr. Howdi, as the war heated up towards nuclear Armageddon, a number of armys copied the tooling to produce a upgraded version. Normally painted into military colors (US Army Mr. Howdi's had olive green paint and a white star) with upgraded armor and a more powerful Tek-9 to improve the firepower. Many of these robots where stored in out of the way bunkers, later to be found and activated after the war.

Robot, Protectron
Hitpoints 5d6
DR – 3
Move 8''
Attack: Military AR x 2

This robot, that has a more then passing resemblance to the famous “Robbie the Robot” had one major use, protection. Armed with two guns (equal to Military AR), these are limited intelligence, as they are a older model, they can be given simple orders, such as “protect the area” or “patrol this area” with way points. They can also be programed for limited other functions, such as welcoming non-hostile visitors. As a warning, in the wastes it not unknown for these to be rebuilt with new weapons.

Robot, EYE-Bot
Hitpoints 2d6+1
DR-1
Move 18''
Attack: Some modified with laser pistol

the EYE-bot (Explorer Yadoldyne Equipment) built by Yadoldyne Robotics was a common recon robot of the final war. A small sphere with a anti-grav generator, these where built in the millions for the war effort,and many are still in use, though many have been modified by there new owners, some have small lasers added, others are portable radios, others still roam the wastelands, following orders issued years before.

Robot, Brainbot
Hitpoints: 5d6+4
DR-4
Move 12''
Attack: two Laser rifles

The Brainbot was built in the final days of the war, a actual brain,(officially chimpanzee, but not unknown that Dogs, criminals, POWS, and cloned human brains where used as well) bathed in biological Gel, and reprogrammed. These short, squat robots on tank treads are famous for being much more clever then the standard robots, though due to the the general lack of maintenance for the actual brain, many of the robots are showing signs of metal instability, though almost always shown in its actual talking, as its programming is such that it will follow orders. These are highly valued as there intelligence can be as high as a human.

Friday, December 21, 2012

Draugr Wight for LL


This is designed for a undead creature that can scale with the parties power, so that low level parties can defeat a 1st generation, but a high powered party will still fear a 7th Generation Draugr Wight.  

Draugr Wight

A Draugr Wight is a former follower of _____ (Insert evil god in your gameworld), in life this person made a Faustian bargain. They are given seven lives of undeath, at which point their soul is given over to the god. In there status of being a Draugr Wight, they will have all powers as they had before (Including spell casting and fighting abilities.) They will have a crypt that has been established for their existence, and a personal item, a ring, a amulet, or even a "lucky coin", is used as a focus for this undead. Upon being slain, in 1d4 days their bodies will reform at the Crypt, repairing the body, but leaving any scars or other marks from there last, violent encounter. Each death the Draugr Wight gains more abilities, but is one step closer from facing its soul being devoured. If the item that is their focus is destroyed, the Draugr Wight cannot reform. If they do not meet a violent end, in 400 years the body will fall apart and reform, using one of its seven lives.

The ritual to become a Draugr Wight is a dark ritual that involves a ritual suicide, failure results in death or zombiefication.

The Draugr Wight has all the abilities and knowledge that it had in the past. In addition each generation they gain the following powers. 

Generation 1:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a Wight. Holy water does 1d10 damage.

Generation 2:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a Wight. Holy water does 1d10 damage. Normal weapons do 1/2 damage.

Generation 3:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Silver and magical weapons do damage.

Generation 4:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Silver and magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.

Generation 5:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Silver and magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.

Level Drain per melee hit, including weapons.

Generation 6:
Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a vampire. Holy water does 1d10 damage.  Only Magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
 Cast Darkness x3 a day.

Level Drain per melee hit, including weapons.

Generation 7:

Skills in its Previous life, plus normal Undead immunity from Charm, sleep, and other spells. Turns as per a special/Lich. Holy water does 1d10 damage.  Only Magical weapons do damage.

Can Cast in addition
Detect living presences (Range 200ft)
Cast Fear 3x a day.
Cast Darkness x3 a day.
Cast Silence x3 a day.

Level Drain (2 levels) per melee hit, including weapons.

Rappan Athuk Review

This is my review for the Rappan Athuk Book and PDF by Frog God Games.

What is Rappan Athuk?

Apparently, in the 3rd edition era (this is when I was out of the RPG gaming, as i played 2nd edition and then came back with old school gaming) one of the best 3rd party products was a mega-dungeon known simply as Rappan Athuk. Then they decided to redo it, using the S&W and Pathfinder systems. I decided to bite the bullet and bought into the kickstarter. And only now can I really review it.

First things first.

This thing is huge. I am not talking Temple of Elemental Evil huge, it even bigger. as a example, it takes 38 pages just to do the introduction and overland encounters. Much of the writing is not fluff, but just endless material. The book itself is close to 500 pages, with 50 subsections explored. However this is not just random maps sliced together, each section has its own theme, there is more then one exit or entrance, With many sub levels. Most of these subsections are large, so that over the table even a single session might not be able to clear out a sub-section.

Also, the encounters are varied and vivid. And some of them are very old school. Including a low brow humor (A mimic who turned into a unbeatable crap-monster), to much more vivid encounters, including that of a undead fallen knight, a oracle out of time and place, A great encounter with a Rakshasa, a goblin city, Mazes, and much more. The creatures range from old standards to obscure (including a few near joke races from the Folio), to brand new creatures.

The kickstarter came with a lot of extras, the nicest being some speicial dice (dice is always good) and a nice large poster map that shows the interconnections between all the subsections. It can be quite complicated.

As for feel, it has a old school vibe. PC deaths are to be expected, and its it quite easy to do a TPK in some of the encounters. This place is deadly. To a old school player it might be best to say "Imagine if you took the Temple of Elemental Evil, then made it almost as deadly in spots and the Tomb of Horrors....And S&W gives it that old school rules to match the old school feel.


Artwork - the artwork is of top quality, and has a old school feel, except that perhaps it is of too high quality for most early stuff.
A+
Book quality: This tome is well bound and is of the highest quality.
A+

Overall first impressions:

This thing is massive, in fact, even the most dedicated dungeon crawler might tire of the huge size of this place. One could most likely have a weekly game and play for a year and still be exploring new areas.

A+ rating, but it IS expensive at $100 for the book, or $40 for the PDF.

Thursday, December 20, 2012

New Monster - Deathwalker (LL)



Critter for use - if you want to put this into a collection, you must contact me and get written permission.  


Labyrinth Lord (LL) Stat Block

Deathwalker
No Enc.: 1d4
Alignment: Chaotic
Move: 90’ (30’)
Armor Class:6
Hit dice: 6+1
Attacks: 1
Damage: 1d4 or weapon
Save: F10
Moral: 10
Hoard: XIV
XP: 200

Tunnels and Trolls (T&T) Stat Block
MR 93
 Combat dice 10D + 46

These are feared creatures of legend in the North. They appear to be tall female humans with yellow cat-like eyes, dusky skin, a strong brow-line, and elven style ears. They generally live in small caves, huts, or even small strongholds. If approached they will be friendly, offering hospitality unless attacked, and are very intelligent. They have two powers that they will offer to anyone who approaches them
1) They can raise the dead, be it a dead sheep or a loved one, for three of the same kind that is younger then the dead. (So, for prized pig, three piglets must be given to them, for a human, three humans of a younger age, and so on). They will offer this deal to anyone who may be in need of it.
2) They can produce a potion that will lower the age of the drinker by five years. In return they need a member of the same race that is at least 10 years younger than the drinker.
(Any animal or persons who is so offered will have their life-force drained (taking 1d4 days) and once dead, will be eaten)

The unsaid part of the bargain is the drinker or the person being raised will have the spell “Quest” cast upon them, but not to go in affect for six months, so it is never suspected the Deathwalker cast it. (The nature of the quest is up to the Labyrinth lord choice, and the player does get a saving throw.) Many times, the quest is to get the Deathwalker a magical item.

It is unknown how Deathwalkers reproduce, though it rumored that it involves the magical conversion of a young child. Deathwalkers are generally solitary creatures, but sometimes 1-3 additional Deathwalkers will be present and call the eldest “Mother Walker”. Deathwalkers fear moving water like streams and rivers and will not cross them (unless frozen over), but can swim in pools and lakes.

It is Alive, its Alive!!!

Wow, I was thinking that I needed to set up a RPG blog, and then relized, I had one since 2009 that I have ignored. 


So anyways, this blog is back to posting.