BRP Bestiary: Giant Poison Salamander

Wherein your humble scribe presents a monster writeup he’s using in a D&D-style Basic RolePlaying game, enabled in no small part by the delightful majesty that is BRP Classic Fantasy.

Giant poison salamanders grown to nearly 7 feet long. They are typically night-black with bright red or yellow markings on their rubbery, damp skins. These incredibly agile beasts are dangerous hunters whose bite delivers a deadly poison. Wugs often train and keep these creatures as guard animals in much the same way that goblins employ wolves.

Giant Poison Salamander, Crawling Hunters Of The Swamp

STR 2d6+6 (13)
CON 3d6 (11-12)
SIZ 2d6+6 (13)
INT 3d6+3 (14-15)
POW 2d6+6 (13)
DEX 2d6+6 (13)
APP 2d6+3 (10)
MOV run-8

Average HP: 11
Average Damage Bonus: +1d4
Morale: 85%

Armor: 1d4-1

Attacks: Bite 40%, damage 1d6 + poison (POT = SIZ)
Claw 30%, damage 1d3 (+db)

Skills: Dodge 75%, Hide 65%, Jump 35%, Listen 65%, Sense 80%, Spot 45%, Stealth 75%, Swim 25%

New Mutant Future Photos

My hardback copy of the revised edition of Mutant Future arrived today, and I gotta tell ya, it looks sharp! But why use words when pictures work better?

I love the new art and the cover, which I was lukewarm on on-screen, really pops in person. If you’re at all inclined to pick up the new hardcover I think you’ll be pleased if you do.

5 Room Dungeon: Cave Of The Kobold Seer

Wherein your humble scribe presents a Five Room Dungeon for use with Mini Six, with some creation help from the random tables in D6 Fantasy Locations. This is, of course, largely compatible with D6 Fantasy as well.

Goblins have always been a problem for caravans between Woodville and Stonekeep, but lately they have been plaguing the trade routes with greater accuracy than ever before. The party has been hired to determine how the Goblins are managing these highly successful robberies.

Some careful tracking from the site of the last attack has lead the heroes (following the trail of what appears to be two Goblins who split off from the rest of the raiding party) to a hidden cave deep within the Jorngast Forest.

Room One: Entrance and Guardian(s)

Well-hidden beneath carefully placed brush is a cave entrance that the Goblins’ tracks appear to enter. A simple crossbow trap has been placed here, aimed to shoot anyone taller than a Goblin who disturbs the brushy cave covering. A Search roll (TN 15) will spot it. A Dodge roll (TN 18) is necessary to avoid the bolt. If not dodged, the bolt does 4D+1 damage.

A short passageway leads to a cramped cavern where a half-dozen hungry, ill-trained Kobold Warriors loiter. They will happily attack any intruders who look like they might have (or be) food. The Kobolds will attempt to flee – heading for the outside – once they have lost 1/2 their number.

Kobold Warrior (Scale 0)
Might 1D+1 Agility 2D+2 Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+1, Dodge 3D+2, Stealth 3D+2, Traps 2D+2
Gear: Javelins (+1D), Leather Armor (+2)
Static: Dodge 11, Block 3, Parry 7, Soak 3 (5)

Room Two: Puzzle or Roleplaying Challenge

Three Kobold Lieutenants sit about this mid-sized cavern, gambling with knucklebones by candlelight. If the players can beat the Kobolds at their game (skill resolution required: Gambling, Wit-based) and convince them that they are here “on business” (roleplaying resolution required, fairly easy since the Kobolds are lazy and would rather let the trap in the next room do the hard work), the guards will let them pass without a fight. These Kobolds will also lay in ambush for anyone coming back into this room from the rope bridge cavern ahead.

Bik, Haarlit, and Fythang, Kobold Lieutenants (Scale 0)
Might 1D+2 Agility 3D Wit 1D+2 Charm 1D+1
Skills: Javelin 2D+2, Dodge 4D, Stealth 4D, Gambling 2D+2
Gear: Javelins (+1D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 5, Parry 8, Soak 3 (9)

Room Three: Trick or Setback

A deep chasm cuts across this cavern, a fast moving and rocky stream lies some 40 feet below. A ratty-looking rope bridge spans the gap. The chasm is almost too wide to jump, but a very skilled (or lucky) person might make it across (TN 20, using Athletics).

The bridge itself is trapped. Its ropes have been carefully frayed to cause them to snap if traversed by anyone heavier than a Goblin. A Search check (TN 15) will notice the trap. A person falling with the bridge can make an Athletics roll (TN 18) to avoid suffering damage (4D) from the fall and may then climb up the other side.

Room Four: Climax, Big Battle, or Conflict

The Kobold Seer and two emissaries from the Goblin King sit at a battered and wax-covered old table. The seer speaks to the Goblins in a gravelly and grandiose voice, telling them of visions and prophesies. These conspirators are not pleased to be interrupted by pinkies and will immediately move to attack. The Goblins will fight to the death in an effort to preserve their king’s lucrative raiding scheme. The Kobold has no such desire to die and will, if the fight begins to go against him, attempt to cast Invisibility and flee.

Vumra, Kobold Seer (Scale 0)
Might 1D+1 Agility 2D+2 Wit 3D Charm 3D
Skills: Dagger 2D+1, Dodge 3D+1, Magic 6D, Command 4D
Perks: Sorcerer
Gear: Dagger (+1D+1) -> magic, +1D to hit, +2 pip damage
Spells: Control Weather, Curse, Divination, Hasten, Heal, Invisibility, Paralysis
Static: Dodge 10, Block 4, Parry 7, Soak 4

Niish & Padlum, Goblin Emissaries (Scale 0)
Might 2D Agility 3D Wit 2D Charm 1D+1
Skills: Sword 4D, Dodge 4D, Stealth 3D+2
Gear: Short Sword (+2D), Leather Armor (+2), Shield (+4)
Static: Dodge 12, Block 6, Parry 12, Soak 6 (12)

Room Five: Reward, Revelation, Or Plot Twist

The Seer’s chamber, contains a small trove of gold coins (454), a rough seeing crystal (+1D+2 to Clairvoyance & Divination attempts), and his star charts and diary of prophesies, including information on where and when the Goblins have been told will be good times to attack the trade routes for the next six months. Surely the Merchants’ Guild in Stonekeep will pay a handsome reward for this information!

Strange Storms In The Mages’ Desert

Wherein your humble scribe, drawing on the “All The Dice” random generator concept (tip of the hat to Grim), presents a random table for your nerdly needs. This table is built for Labyrinth Lord + Advanced Edition Companion. You should be able to tweak it to your needs for just about any other old school fantasy RPG, though.

The Mages’ Desert is an area far to the west of most civilized lands, burned barren by a great magical duel that happened in aeons past. The sheer power of the arcane residue that haunts this place brings very strange storms to the region. The tables below will help construct just such a storm to bedevil your players if they should happen to be passing through. Sometimes these storms are strong enough that they even make their way to settled areas.

Time Of Day Storm Begins, 1d4

  1. Morning (6am-12pm)
  2. Afternoon (1pm-5pm)
  3. Evening (6pm-12am)
  4. Night (1am-5am)

Atmospheric Effects Of Storm, 1d6

  1. Heavy Lighting, No Thunder
  2. Heavy Thunder, No Lightning
  3. Disturbing Calm
  4. Heavy Winds
  5. The Roar of Wind without actual Wind
  6. Sudden temperature change (1-3 hotter, 4-6 colder)

Direction From Which The Storm Approaches, 1d8

  1. North
  2. Northeast
  3. East
  4. Southeast
  5. South
  6. Southwest
  7. West
  8. Northwest

Mood Engendered By The Storm, 1d10

  1. Gloom
  2. Melancholy
  3. Lust
  4. Contentment
  5. Mirth
  6. Unease
  7. Paranoia
  8. Rage
  9. Jealousy
  10. Roll again twice, add results

Color Of The Sky/Clouds During Storm, 1d12

  1. Crimson
  2. Ochre
  3. Pale Yellow
  4. Umber
  5. Pea Green
  6. Forest Green
  7. Cerulean
  8. Midnight Blue
  9. Royal Purple
  10. Bruised Purple
  11. Alabaster White
  12. Night Black

Odd Rains, 1d20

  1. Daggers (1d4 damage per turn exposed)
  2. Gold Coins (melt after 1d20 minutes)
  3. Silver Coins (melt after 1d20 hours)
  4. Copper Coins (melt after 1d20 days)
  5. Frogs
  6. Fish
  7. Skulls (1d6 damage per turn exposed)
  8. Eyeballs
  9. Blood
  10. Feathers
  11. Scraps of paper (books)
  12. Scraps of paper (magic scrolls)
  13. Scraps of paper (treasure maps)
  14. Gravel (1d4 damage per turn exposed)
  15. Ale
  16. Wine
  17. Miniature fully-formed snowmen
  18. Fruit
  19. Fire (1d4 per turn exposed, may cause more fires)
  20. Jewelry (rings, necklaces, etc. 1-2 real, 3-6 costume)

Merry Christmas From The Family

Merry Christmas, everybody! To my friends and readers who aren’t in Texas, let me let Robert Earl Keen show you how it’s done ’round these parts:

Actually, it’s not really like that in my family (well, maybe a little), but there’s still something that just feels right about this song. So I thought I’d share it with the marvelous folks who waste precious time reading this blog.

Merry Christmas one and all, and happy winter solstice celebration of a long a varied history to anyone who isn’t of the Christmas-celebrating persuasion. As another beloved Texas icon, the great Kinky Friedman, puts it, “May the God of your choice bless you.”

LL/AEC Rogues Gallery: The Winter Elves

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Riding out of the frozen north, each upon his own sleigh drawn by a distinct pair of reindeer, this fearsome quartet of Winter Elves makes annual raids on the villages of men, always on the day when the sun shines least. Some of the victimized villagers leave items of tribute beneath lighted trees to keep the elves from ransacking their homes. Others use snow to construct “guardsmen” on their lawns in an effort to frighten the elves away. Still others leave freshly baked – and freshly poisoned – pies and cakes at their doors in the hope of ridding themselves of the elves once and for all. Legend foretells the coming of a hero – a saint dressed in red, with alabaster hair and eyes that twinkle – who will bring these fiends to heel. Could this be the year the people are saved?

Askasleikir / Elf Fighter 1 CE
Head Gear: A bloody scarlet hood with a single long tassel that ends in a fuzzy white ball
STR 15 INT 9 WIS 9 DEX 17 CON 13 CHR 13
HP 11 AC 2 Gold 5
Chain Mail, Shield, Longsword, Long Bow & 20 Arrows

Giljagaur / Elf Cleric 1 CE
Head Gear: A forest green hood decorated with Celtic deer designs
STR 13 INT 13 WIS 13 DEX 12 CON 6 CHR 11
HP 7 AC 4 Gold 54
Chain Mail, Shield, Mace, Silver Holy Symbol
Cleric Spells: Cause Fear, Darkness, Resist Cold

Skyrjarmur / Elf Magic-User/Thief 1/1 CE
Head Gear: A long, heavy scarlet & white striped scarf
STR 8 INT 14 WIS 9 DEX 17 CON 9 CHR 10
HP 5 AC 6 Gold 67
Leather Armor, Short Sword, Short Bow & 20 Arrows, Thieves’ Tools, Spell Book
Magic-User Spells: Floating Disc, Sleep, Spider Climb

Thvorusleikir / Elf Magic-User/Thief 1/1 CE
Head Gear: A platinum silver hood with single long tassel ending in a jingle bell
STR 10 INT 13 WIS 10 DEX 13 CON 7 CHR 12
HP 4 AC 5 Gold 34
Leather Armor, Long Sword, Short Bow & 20 Arrows, Thieves’ Tools, Spell Book
Magic-User Spells: Charm Person, Dancing Lights, Ventriloquism

It Was Christmas Eve, Babe, In The Drunk Tank…

For some of you it may be Christmas already, but I think for most of us it’s still Christmas Eve. And that, dear friends, can mean only one thing. It’s time for the Fairytale of New York, as performed by The Pogues and Kirsty MacColl (may she rest in peace):

And that right there is one of my all-time favorite Christmas songs that isn’t quite actually a Christmas song. Any of you fine folks have some music you’d like to share?

Barbarians of Heavy Metal Design Diary 9

RANDOM MUSINGS – BoHM FORMATS

Nathaniel here, again, this time with Random thoughts that are rattling around my head and new developments for Barbarians of Heavy Metal.

Things are afoot with BoHM, with a spot on my very busy schedule and a tentative release date set for the end of March or beginning of April. This game isn’t going to be your standard RPG release in a number of ways, however, and I’ve been probing the RPG community, thinking aobut new design and distribution models and otherwise looking for ways to make it more widespread than your average indie RPG. Outside of a uniquely entertaining setting and the evocative but easy to learn and use rules, the best way to do that is to present the game in a larger variety of cheap and easy to access formats outside of the standard Printed or PDF Book.

Considering this, BoHM will be released in three formats (hopefully simultaneously), and I’m considering a fourth:

Playbook

This is part of my thesis project as well as an attempt to come up with a post-digital format that can move the RPG Industry into the 21st century, hopefully attracting new blood that will revitalize our hobby.

Some of you may already know what this is about, but for those who don’t, the Playbook line is a series of RPG Boxed Sets in a digital format. Think the old (or new) D&D Red Box, with everything you need to play right in the package (rules, dice, character sheets, etc.), but completely automated and portable so that you can take it anywhere including the park or the car. No stacks of paper, broken pencils, dice rolling all over the place or miniatures getting knocked down and no internet needed to play. For more info you can go to this design thread.

BoHM will be the first game designed from day 1 to be used in the Playbook format and the rules writing and programming will go hand in hand. It will be the first playbook with a map and miniature function for playing out Titan, vehicle and personal combat. Both Player and Full versions will be available. What’s more, the new build of the Playbook software will be available in a number of formats, from iPad to Android to CD for those who are stubbornly clinging to your lap and desktops.

PDF

This is by far the easiest format to get a game out quickly, to the largest number of people and for a low price point. Pretty much the current standard in the industry, AFAIC. The thing is, I think the Boxed Set is king over your standard RPG book and BoHM will be sold as a PDF Boxed Set, with a copy of the Player’s Guide, the GM’s Guide and maps, fold out minis, a GM Screen, character sheets and any other chotchkie I can put into a Portable Document Format. You will also be able to buy the Player’s Guide and the GM’s Guide separately for the cash conscious folks.

The interior will be clean and B&W with only a single piece of art per page, if that, so that it will be very easy to print out for the average printer and to keep art and, by extension, product costs down.

POD

I have come to realize is that in a niche industry with a highly fragmented market, it is no longer really feasible for an independent designer, such as myself, to go the traditional route of creating a product, getting it printed and then distributed to brick & mortar stores. There really isn’t a huge market for this sort of thing anymore and you can count the number of  RPG publishers who are still capable of doing so on the hand of an incompetent shop-teacher.

That being said, however, recent threads in which I have posed the ‘Print is Dead-ish, Long Live Digital Media’ theory have revealed that there are still a number of people that prefer dead-tree to digital for a number of reasons. This means a suitable print format must be made available as well.

The most obvious choice is Print on Demand, and I’ll be using Lulu or something similar, as it doesn’t cost me anything up front, although it can get a bit pricey for those who are purchasing overseas. The print versions will be B&W to keep the cost low, because If I’ve learned anything about this industry, pretty pictures are all fine and dandy but what you’re really selling is a game, not a picture book. Experience with the BotA print edition has shown me that even those folks who demand a lavishly illustrated full color hardback will often bypass it for something less pretty but easier on the wallet (usually complaining all the while about the expense of RPG products).

RPComix

While trying to think up a cheap alternative to traditional printing, it occurred to me that a game done in a cheap pulp format, like a reader’s Digest or Sci-Fi Anthology magazine, would be cheap to produce and offer a number of advantages to the consumer. First it is cheap to purchase, with the average rulebook costing a fraction of the cost of your standard hardcover high gloss 4/4 affair, allowing everyone at the table to get one. Second, it is cheap to replace if you spill a drink on it, tear it or the cat takes a whizz on it. Third, it can be sold in places that sell comics or magazines, but not normally RPG books.

I might do a limited run batch of player’s Guides and Gm Guides for sale at conventions to see how folks like the format, but that is up in the air at the moment as I investigate the costs and quality of an RPComix line.

Up Next: Random Musings – A Brief Treatise on the Thousand Psychic Wars…

200th Post!

Actually, the previous post was the true 200th published post here at Strange Stones. I knew this milestone was coming, so though I’m not surprised, I admit to being amazed. I didn’t really think I’d keep this blog going anywhere near this long when I started it back in February. But I can honestly say I’m glad I did.

I’m working on an end of the year wrap up piece that I’ll post sometime after Christmas that touches on the “Holy crap! I’m still blogging!” concept a bit more. But in the meantime, I figured I’d at least acknowledge the accomplishment before it receded too far into the past. Yay me!

Oh, and for the record, I’m well aware that there are lots of RPG blogs out there with way more than 200 measly posts. But none of them have the style and panache that Strange Stones does 🙂