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Post by murquhart72 on Aug 19, 2010 19:22:07 GMT -6
I made a cheat sheet from the Character Roster so I could easily keep track of who's who. I'm posting Emerald Blade's observations below in case anyone wants to copy them to a text file. I look at this for a quick glimpse of who is who. If I need details, I just go to the Roster. And without further ado: Enmerkar: Smart and durable Red Man with morningstar, plate and shield; Looking for tech to save sister. Tas: A charming Green Man in plate with shield who doesn't talk much but carries a mean flail and bow. The Penultimate Ectasy: Powerful, smart Dolm Man in plate with shield who bears a pair of axes and is a bit full of himself. Varghul: Smart, healthy Red Man who is apparently down on his luck, having little more than the clothes on his back and a few coins in his purse Emerald Blade of all Challenges: Smart@$$ Green Man in mail with a big@$$ sword. Cautious, but helpful. Nodu: Agile, powerful Bone Woman with piecemeal arms and armor. Self concious of prejudice against her kind. Iszak Loran Konstantin (The Vivisectionist): Wise Jale Man with twisted interests. Equipped as a mad scientist. Delectable Shade of the Cosmic Tree: Healthy Orange Woman astronomer in leather armor and dark robes. Armed with spear and bow.
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Post by murquhart72 on Aug 19, 2010 17:24:16 GMT -6
"The south wall is covered by a huge tapestry which depicts a black landscape, barren trees, and unidentifiable but horrible black shapes in silhouette - possibly demons of some sort - holding aloft a struggling human. A gray sky is torn by wisps of purple clouds, and a bloody moon with a skull-face on it leers down upon the scene." Is there an illustration or artist's rendering of this? I'd LOVE to see it! In fact, I'd really like to see any artist's take on this module.
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Post by murquhart72 on Aug 19, 2010 17:21:25 GMT -6
I may have to consider bronze breaking rather than bending, as cheap as they are. I'll have to look into it. BTW, I did increase the span between modifiers: instead of anything outside of average giving a modifier, it's now a bonus for 15 or more and a penalty for 6 or less. Seems to fit more with what else was going on in Men & Magic.
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Post by murquhart72 on Aug 19, 2010 16:49:32 GMT -6
Emerald Blade will attempt to get in at a safe angle to lop off one of the spider-bot's legs.
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Post by murquhart72 on Aug 19, 2010 7:10:27 GMT -6
The alternate metals are something I've been fascinated with but I couldn't see why they'd have a penalty to hit or break (like most rules deal with them). So I did some research to find that the biggest drawback to them was they're softness and penchant for bending occasionally in combat. The warrior would have to "put his foot to the blade" to bend it back. I also don't like how cheap things are in OD&D (I like to keep my PCs hungry) so I beefed up the cost of rare steel items. For the abilities, I wanted to make sure there weren't any "dump stats" and that everyone would be happy for whatever scores they got, but I may pull the modifiers further away from average (6 and below for penalty, 15 and above for bonus). The other stuff just seemed logical given the rules as they were.
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Post by murquhart72 on Aug 18, 2010 17:45:23 GMT -6
Above average Intelligence (for Magic-Users) and Wisdom (for Clerics) give one bonus spell per day. You need to be able to cast it otherwise (i.e. be high enough level for a particular spell level). For Acolytes, this would grant one first level spell a day as well It's not about extra spells so much as extra memory or faith.
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Post by murquhart72 on Aug 18, 2010 16:08:40 GMT -6
I never liked that monsters got beefed up to d8 Hit Dice as they're not all Fighting-Men. I don't think an extra 2 possible hit points is worth using a whole different die. After all, Clerics only get a d6. Magic-Users and Thieves get d4. So a Thief is half the durability of a single orc? I think not! I LOVE d6 for all things (Hit Dice, damage rolled, etc.). It's just so much simpler
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Post by murquhart72 on Aug 18, 2010 16:02:28 GMT -6
Same here. Still, it's one of my favorite quotes in The Game. Very evocative and helpful to new Referees ;D
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Post by murquhart72 on Aug 18, 2010 15:20:15 GMT -6
Thinking of adding this stuff to the LBBs for a barbaric, Dark Age style campaign. Kind of like Masters of the Universe with some Conan, Cthulhu and Barsoom stuff thrown in for good measure. What do you think?
Characters:
Players may roll for their own requisites under Referee supervision. Otherwise, the Referee may simply assign scores and beginning funds as he/she sees fit.
Characters with above average Strength gain a +1 bonus (-1 penalty if below average) to damage rolls when using a two-handed weapon and a +1 bonus to rolls involving feats of strength (opening doors, etc.). Characters with above average Intelligence gain a +1 bonus (-1 penalty if below average) to their Saving Throw vs. illusion magic (whether by device or spell) and (if Magic-Users) may memorize one extra spell per day of any level they can cast. Characters with above average Wisdom gain a +1 bonus (-1 penalty if below average) to their Saving Throw vs. mind altering magic (device or spell) and (if a Cleric) may cast one extra spell per day, including one spell at first level! Characters with above average Constitution gain a +1 bonus (-1 penalty if below average) to their Saving Throws vs. Poison, Polymorph or Stoning. Characters with above average Dexterity gain a +1 bonus (-1 penalty if below average) to attack rolls when using a smaller, secondary weapon in their off-hand and a +1 bonus to their Initiative roll in combat. Characters with above (or below) average Charisma gain a bonus (or penalty) to Armor Class equal to their Loyalty Base when using wearing a “battle harness” or “chain mail bikini” (cost is 20 for either).
Combat:
When fighting creatures of 1 Hit Die or less, characters may make a number of attacks equal to their own Hit Dice. Using the alternate system: A roll of 1 is always a miss, a roll of 20 is always a hit.
Equipment:
Costs for armor and weapons are for bronze items, double the amount for iron items, multiply by 10 for steel. Other items are very basic in nature and appearance. Fine items will cost twice as much, extraordinary items of great beauty will cost 10 times the listed price. Bronze items that are not rigorously maintained will corrode in time and need to be replaced at Referee's discretion. When using a bronze blade, if the attack dice come up all ones, roll a die: a 1 or 2 means the blade has bent and a round must be spent bending it back into usable condition. Iron items that are not rigorously maintained will rust in time and need to be replaced at Referee's discretion. When using an iron blade, if the attack dice come up all ones, roll a die: a 1 means the blade has bent and a round must be spent bending it back into usable condition.
Villages will rarely have any weapons available that couldn't be found on a farm and rarely have better than leather armor for sale. Towns will mainly have common weapons like axes, daggers and spears for sale. Better armor than chain-type mail will almost never be found for sale. Even mail may be hard to find. Cities will have plate armor and military weapons (swords, pole arms, etc.) for sale only in certain areas. There may be laws about owning, wearing or using such items within city limits.
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Post by murquhart72 on Aug 18, 2010 15:14:38 GMT -6
And for fans of John Carter of Mars or Warriors of Barsoom:
Ape (White)
Number Appearing: 1-2 Armor Class: 6 Move: 12" Hit Dice: 6 % in Lair: 10% Treasure Type: C 4 claws (1-3)/1 bite (1-6) or by weapon Low Intelligence Alignment = N
The white apes of Barsoom are very much similar in appearance and build as the Green Martians, having six limbs and of tremendous size. The head of the savage creature is like that of the African gorilla and a shock of thick, stiff-bristled hair runs from the back of the skull and neck to the upper shoulders. These are terrible monsters with a cunning almost equal to human. Many seem to have a rough tribal organization, and those that do always use stone (or some other form of) clubs. Because of this glimmering of true intelligence apes will not always behave as a typical animal. They infest the abandoned cities of Barsoom, and they are also found in many other places. The strength of a white ape seems to be about double that of a Green man.
Apt
Number Appearing: 1 Armor Class: 6 Move: 12" Hit Dice: 6 % in Lair: Nil Treasure Type: Nil 2 claw (1-6)/1 bite (2-12) Low Intelligence Alignment = N
A huge white furred creature with six limbs, four of which are short and heavy to carry it through snow and ice; a denizen of the Barsoomian north pole. The remaining two limbs grow forward from the shoulder on either side of the powerful long neck and terminate in white, hairless hands which it uses to capture and hold its prey. Its head and mouth are like that of the hippopotamus with two large, down-curving horns extending forward from the bottom jaw. Two huge eyes, each composed of hundreds of ocelli, are oval patches running downward from the center of the cranium to below the horns on either side of the head. Each ocelli is equipped with its own lid and the apt can, at will, close as many of the facets as desired. Curiously the creature goes without sleep for periods of up to a month, then sleeps for a whole day before beginning anew the hunt for food in the harsh north. The animal is domesticated by the Yellow men. Apt fur is generally worn by northern warriors.
Banth
Number Appearing: 1-6 Armor Class: 5 Move: 15" Hit Dice: 7 % in Lair: 25% Treasure Type: D 4 claws (1-6)/1 bite (2-12) Animal Intelligence Alignment = N
This ten-legged beast is the most ferocious carnivore which roams the low hills surrounding the dead seas of Mars. It is almost hairless, having only a great, bristly mane about its thick neck. It's long lithe body is powerfully muscled, its enormous jaws are equipped with several rows of long needle-like fangs, and its mouth reaches to a point far back of its tiny ears. It has enormous protruding eyes of green.
Calot
Number Appearing: 1-2 Armor Class: 7 Move: 24" Hit Dice: 5 % in Lair: 90% Treasure Type: Z 2 claws (1-3)/1 bite (1-6) Low Intelligence Alignment = L
The Barsoomian dog. About the size of a Shetland pony, omnivorous, the calot has ten short legs. The head bears a slight resemblance to a frog, except that the jaws are equipped with three rows of long, sharp tusks. Described as "pop-eyed" meaning protruding eyes. The calot is endowed with extraordinary strength and stamina. only the thoat can cover more territory in a single day.
Darseen Number Appearing: 1-6 Armor Class: 5 Move: 9" Hit Dice: 4 % in Lair: Nil Treasure Type: Nil 1 bite (2-12) Animal Intelligence Alignment = N
This is a generic term for Martian reptiles. There are small darseen, little chameleon-like lizards, and great reptiles capable of severing the head from a man in one bite. It is these latter sort which are considered in the rules. The largest mentioned is the monstrous albino lizard beneath Kadabra. The tables consider darseen to be about half again as big as a monitor lizard, and if larger ones are encountered it should be adjusted accordingly.
Martian
Number Appearing: 3-300 Armor Class: by armor type Move: by armor type Hit Dice: by Level % in Lair: 15% Treasure Type: A by weapon Average to High Intelligence Alignment = varies
The Martians of Barsoom are basically human except in their skin color (see also Martian, Green below): Red Martians: The red race is the most numerous upon Barsoom, and its members run the gamit from the most superb fighters to the most abject cowards. It is this race which maintains most of the inhabited cities upon the planet, and, excluding the Green Martians, they account for perhaps 75% of the population. White Martians: This category includes the almost extinct Orovarions who have blonde or auburn hair and the bald Terns who wear yellow wigs. Although the latter are somewhat ignoble, both types are among the staunchest of fighters. They regard all races as beneath them, although they are somewhat in awe of the First Born. All terns are not of equal ability, the best of the type being awarded the title of Holy Therns. These latter constitute perhaps a third of the type. The white race comprises perhaps 10% of the Barsoomian population, with the Orovarions having only about 3%. Orovars are found only in lost cities; Therns inhabit the Valley Dor at the South Pole and some colonies within Red Martian cities. Black Martians: The black race is perhaps the single finest type upon all Barsoom, for its members are above average in both height and musculature. They are handsome in appearance and brave beyond compare. Furthermore, their bravery is matched by their fighting ability. They claim to be the First Born of all Barsoomian humans, and this is what they call themselves. Others, however, know them as the Black Pirates because of their propensity for raiding and plundering. They comprise about 5% of the population. The Black Martians inhabit the underground world of Omean and the Rift in the northern part of the Western Hemisphere. Yellow Martians: These sturdy, black-bearded men are known an Okarians. They live in domed cities scattered about the northern polar region. As a race they are exceptionally capable fighters. Their chief weapons are the javelin, the long sword, the cup shield, and hook sword. Any fighter engaging an Okarian with sword, hook sword, and cup shield would not violate the Barsoomian Code if he were to counter with long sword and short sword. The Yellow men comprise about 10% of the total population. Green Martians: These strange creatures (see Martian, Green below) are all nomadic, roaming about the dead sea bottoms of Barsoom. There are many tribes of Green men, the largest being the Tharks, the fiercest the Warhoons. Smaller tribes are not noted on the map. They typically take their tribal name from the abandoned city which they have chosen to house their Jed or Jeddak. Of all their warlike abilities, their marksmanship with the Radium Rifle is by far the most outstanding. They are not prone to use their 40' lances against humans, except in large battles against many times their own number of Red men for example. They do, however, employ them extensively against other Green peoples. The sword is undoubtedly their favorite weapon! There are perhaps two millions Green tribesmen on Barsoom, with a total population of perhaps five million when females and children are considered.
Martian, Green
Number Appearing: 3-300 Armor Class: by armor type Move: 12" Hit Dice: by Level % in Lair: 30% Treasure Type: E 4 claws (1-3)/1 gore (1-8) or by weapon Average Intelligence Alignment = varies
These creatures have six limbs: two for walking erect, two used as arms and two in between which can be used as either. Eyes are set at extreme sides of heads and above center and can look in one or two directions without turning the head. Ears, slightly above eyes and close together; small cup-like antennae protruding about one inch on small specimens. Noses are longitudinal slits entered in face midway between mouth and ears. Iris of eye is blood-red, pupils are dark, eyeball is very white, as are the pair of tusks extending from the lower jaw upwards in a curve toward the center of the face where human eyes would be. They range in height from 12 to 15 feet tall and weigh up to 400 pounds.
Orluk
Number Appearing: 2-12 Armor Class: 6 Move: 12" Hit Dice: 4 % in Lair: Nil Treasure Type: Nil 1 bite (1-6) Animal Intelligence Alignment = N
TSR takes a few liberties with this monster, for ERB never really described the orluk, other than to say it was a black and yellow striped arctic-dwelling carnivore. It is weasel-like in appearance, being about the size of a jaguar. The orluk has four legs, great fangs, and a lust for blood like the little Jasoomian animal it resembles in form. Although it has a keen sense of smell, it has rather weak eyes or else it would be far more deadly than it is.
Plant Man
Number Appearing: 4-24 Armor Class: 7 Move: 15" Hit Dice: 6 % in Lair: Nil Treasure Type: Nil 2 suckers (1-6) or 1 tail slap (2-12) Low Intelligence Alignment = C Note: Tail slap is only possible if plant man can jump over opponent.
Plant men appear manlike from a distance, standing ten to twelve feet tall when fully upright. The similarities end there, though. The skin is smooth and ghoulish blue in color. The rounded head is disturbingly human in appearance, bearing a single, vitreous white eye surrounded by a white band. Below the eye, a single nostril resembling is present. A mass of thick, jet-black dreadlocks are actually the creature's ears; these worm-like appendages writhe and squirm constantly of their own accord, and stand erect to target specific sounds. The arms of a plant man are short, extensible, and highly flexible, lacking any type of bony structure. The hands of the plant man bear vicious talons, and there is a lamprey-like mouth in the center of each palm. The rest of the body is roughly humanoid (it is likely that such resemblances are merely coincidental) but monstrously proportioned. The feet are three feet long, and are flat and broad. Finally, plant men have a long, probably counterbalancing tail six feet in length, tipped with a flat, thin blade. Plant men reproduce by budding, a quality which has earned them their name. One-inch buds sprout from an adult's armpits, connected there by a stem. The buds grow and develop into miniature replicas of their parents. After reaching a length of twelve inches, they detach and live alongside the adults.
Sith
Number Appearing: 1-2 Armor Class: 4 Move: 9”/30" Hit Dice: 10 % in Lair: 25% Treasure Type: Q (x20) 1 stinger (1-6 + poison)/1 bite (1-3) Animal Intelligence Alignment = N
Hornet like monster of the forests of Kobal, bald faced and about the size of a Hereford bull. Has frightful jaws in front and a poison stinger behind. The eyes, of myriad facts, cover three-fourths of the head, permitting the creature to see in all directions at the same time.
Thoat
Number Appearing: 6-30 Armor Class: 7 Move: 21" Hit Dice: 5 (10) % in Lair: Nil Treasure Type: Nil 1 trample (1-6) or 1 bite (2-12) Low Intelligence Alignment = N Note: numbers in parenthesis are for the larger breed.
The Martian horse, which comes in two sizes. The Green Martian thoat is about ten feet high at the shoulder with four legs to either side; a broad flat tail, larger at the tip than the root which is held straight out behind while running; a mouth splitting the head from snout to long massive neck. It is entirely devoid of hair and is of a dark slate color and exceedingly smooth and glossy. It has a white belly and the legs are shaded from slate at the shoulders and hips to a vivid yellow at the feet. The feet are heavily padded and nail-less. The Red Martian rides a similar beast, though smaller. The animal is a food source as well.
Zitidar
Number Appearing: 1-12 Armor Class: 6 Move: 12" Hit Dice: 9 % in Lair: Nil Treasure Type: Nil 1 trample (2-12) or 1 gore (3-18) Animal Intelligence Alignment = N
A mastodon-like pack animal, the zitidar shares the vicious attitude of the thoat, but are somewhat easier to handle domestically.
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Post by murquhart72 on Aug 18, 2010 15:11:10 GMT -6
Thrust upon you, despite popular demand! The format that follows is the same as for the Creature Features found in the fanzine The Strategic Review. It was the first appearance of famous monsters like the Mind Flayer, the Roper, and everyone's favorite golem: CLAY!
Beastial (Beastman or Sub-Man)
Number Appearing: 10-100 Armor Class: 8 Move: 12" Hit Dice: 2 % in Lair: 40% Treasure Type: D Hit = 1-6 or by weapon type Low Intelligence Alignment = C
Beastials are primitive, hairy humanoids, somewhat resembling apes. They are rumored to be some kind of mutant or experiment gone wrong. They are often a threat in caves, caverns and other hilly areas. Those not under human control will often follow the biggest member of their group, who fights as an Ogre (as does his 2-4 bodyguards). Beastials normally use weapons like spears, clubs and axes, but can be trained in other methods of warfare.
Bile
Number Appearing: 1 Armor Class: 8 Move: 3" Hit Dice: 5-12 % in Lair: - Treasure Type: Nil Hit = 2 dice (2-12) Non-Intelligent Alignment = N
A disgusting reddish blob, covered with hairy warts and pus-filled blisters, this member of the "clean-up crew" is the dungeon delver's worst nightmare. It will do two dice of damage to any creature it touches. Fire or cold will hurt it, but weapons only serve to spray the attacker with diseased filth (as a Mummy's rotting disease) and lightning will heal, rather than hurt the foul beast. Some Biles will grow to the point of being colossal horrors, with up to 12 Hit Dice (and doing three dice of damage) and Average Intelligence. These fortunately rare things are called Vicious Biles by the few who have survived them.
Cthonic Wyrm (Dweller Beneath or Great Wyrm)
Number Appearing: 1-4 Armor Class: 6 Move: 6" Hit Dice: 15 % in Lair: 25% Treasure Type: D Magic Resistance: 10% Hit = 4 dice (4-24) or see below Semi-intelligent Alignment = C
A huge (30'-100'), dark, worm like creature with a face full of writhing tentacles, this terror is thankfully quite rare. Cthonic Wyrms are often mistaken for dragons, hydras, even gorgons by the unwise and are rumored to be a curse on the land from dark and ancient gods. The beast travels underground, bursting up on prey and surprising on a 1-4. When attacking, it either (1-3) rears up and slams down on those smaller than itself for 4-24 points of damage, or (4-6) curls back it's tentacles, revealing a sucker-like maw that spews forth a flammable gas that petrifies those who breath it (on a failed save). A Cthonic Wyrm uses it's tentacles to draw subdued food to it's maw for feeding.
Fathom Phantom (Deep One)
Number Appearing: 10-100 Armor Class: 3 Move: 12"/24" Hit Dice: 3 % in Lair: 90% Treasure Type: Z Hit = 1-6 or by weapon or 2 Claws = 1-3 pts. Bite = 1-6 pts. Average Intelligence Alignment = C
These mysterious fish men are from deep beneath the waves, often finding their way to small, coastal towns and villages for nefarious purposes. They have gray scales of various shades with pale underbellies and will sometimes wear a harness for carrying tools and weapons (often spears, tridents and daggers made from coral and stranger materials). They deal with many Chaotic beings (even men), but only come out at night as they come from a strange realm of darkness and silence themselves. It is said that communities who deal with these ghastly things for too long begin to resemble them physically and become detached from the rest of humanity. Beware the traveler who docks to such a town for even one night!
Fell Beast (Night Horror)
Number Appearing: 1-4 Armor Class: 6 Move: 12"/48" Hit Dice: 3 % in Lair: - Treasure Type: Nil 2 Claws = 1-6 pts. Horn = 2 dice (2-12) Low Intelligence Alignment = C
Often mistaken for a winged horse or even a unicorn at a distance, this nightmarish creature is the death of many who wander into ancient, primeval forests and jungles. They almost look like large, pale, emmicated horses, except for the leathery, clawed wings in place of forelegs and the long, twisted horn (dark at the base, fading to blood red at the tip) sprouting from it's forehead. They attack nearly anything on site and cannot be tamed except by the most evil and powerful of beings (who may use them as mounts).
Loper (Kangalope)
Number Appearing: 2-12 Armor Class: 7 Move: 12" Hit Dice: 2+1 % in Lair: Nil Treasure Type: Nil Headbutt = 1-6 pts. Animal Intelligence Alignment = N
Lopers are popular beasts of burden in mountainous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (3 HD, headbutt for 1-8).
Saurial (Serpent-Man or Reptoid)
Number Appearing: 10-40 Armor Class: 5 Move: 12" Hit Dice: 2+1 % in Lair: 40% Treasure Type: D Hit = 1-6 or by weapon type or 2 Claws = 1-3 pts. Bite = 1-6 pts. Low Intelligence Alignment = N
Saurials are the last remnants of an ancient race of humanoid dinosaurs. They are man-like in appearance, but have cold, dark eyes, long snouts, scaly hide ranging in color from bright green to dull brown, and spiny combs starting from their heads to the end of their long, whip-like tails. Although many are now mad, degenerate shadows of their former empire, some still have power and can even rise to 8th level fighting ability or even 4th level of magic use! Rarely a "lizard king" will rise among them and try to rebuild the empire of old. These large brutes are often smarter than the rest (with the aforementioned level abilities) and may have several tribes under it's control.
Wolf, Polar (Great White Wolf)
Number Appearing: 3-12 Armor Class: 6 Move: 18" Hit Dice: 3+3 % in Lair: 10% Treasure Type: Nil Bite = 1-6 pts. Animal Intelligence Alignment = N
Polar wolves are to wolves, what polar bears are to bears. They are normally found in mountains and forests of the far northern realms. Nearly twice the size of a southern wolf, they have black hide covered with pure white to pale yellow fur. Their eyes are an icy blue or white. As polar wolf fur is highly prized by men, they tend to attack much more often than their smaller cousins to the south.
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Post by murquhart72 on Aug 18, 2010 13:58:58 GMT -6
Emerald Blade will attempt to pierce the metal hide of the spider-thing or at least take off a few of it's legs!
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Post by murquhart72 on Aug 18, 2010 7:26:55 GMT -6
Emerald Blade holds his two-handed sword, ready to react to an attack, but curious about the metal creatures before him and what their intent might be.
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Post by murquhart72 on Aug 17, 2010 15:12:13 GMT -6
Emerald Blade: "I'd rather follow a noise than enter a place of known death. As long as there is light, I shall carry my blade ready." I wonder exactly what fate befell the tortured beings above and why the hatch was as twisted as their bodies...
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Post by murquhart72 on Aug 16, 2010 23:06:22 GMT -6
Emerald Blade: "As yet, he plays with the dead and has yet to molest the living. Let him play with what we leave behind."
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Post by murquhart72 on Aug 16, 2010 18:24:57 GMT -6
Emerald Blade of All Challenges will be the next up, if no other wants to yet.
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Post by murquhart72 on Aug 16, 2010 17:01:12 GMT -6
Suddenly had a picture of a purple worm bouncing sideways along the desert 'cause of the faithful yarin in it's belly bounding away to find it's master ;D
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Post by murquhart72 on Aug 16, 2010 16:06:32 GMT -6
Could it be assumed (as OD&D has no tinderbox) that torches/lanterns purchased come with matches or similar to light them? Also, are yarin the type of creature that needs to be tied to one spot, or will they pretty much stay where they're told?
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Post by murquhart72 on Aug 16, 2010 16:04:39 GMT -6
Emerald Blade takes this opportunity to slake his thirst (not sharing the prejudice of most Green Men) and fill his own skin. His intent to be the second or third one through the hatch. He carries spare torches should they be needed.
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Post by murquhart72 on Aug 15, 2010 17:44:09 GMT -6
Never done a PbP, so I'll probably lurk in the shadows and observe 'til I get more comfortable. When do things like class and languages come up, organically during play?
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Post by murquhart72 on Aug 15, 2010 17:34:30 GMT -6
Enter: Emerald Blade of All Challenges! A wiry, tired looking Green Man wearing mail on slender body and helm upon shaved head, he carries a massive sword across his back. Emerald Blade dismounts his large reptilian mount and stands quiet, keeping his distance; Contemplating the Obelisk and eying the hatch (and his new companions), three stories straight up.
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Post by murquhart72 on Aug 15, 2010 16:26:44 GMT -6
I'll be the first with two comments: Bone Women are HAWT. Where are we? I recall you saying you weren't using the Carcosa map per se. Will this be a Carcosa setting of your own design?
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Post by murquhart72 on Aug 15, 2010 13:47:31 GMT -6
Just wanted to say: D&D was never originally a FANTASY role-playing game, it was just an adventure game. A section in Men & Magic titled Scope of the Game pretty much says it all. One is advised to start with a medieval setting, but can (and should) expand when comfortable to do so, into other settings. Barsoom anyone? And later: Barrier Peaks? Booty and the Beasts? D&D isn't fantasy OR science-fiction... it's ADVENTURE! Fight on!
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Post by murquhart72 on Aug 15, 2010 13:42:15 GMT -6
I must be the only one, but I LOVED pretty much everything about the Holiday Special! I still remember being allowed to stay up to watch it and being glued to the screen, feeling like I was being included in the Star Wars universe myself I also remember reading the novelization and when the part came (early in the book) where a stormtrooper was hit with a blaster bolt and his helmet "exploded in a gout of plastic, bone and blood", I thought to myself "Wait, I thought they were robots!" It blew my mind, Man, BLEW MY MIND! I don't think I've heard of Splinter of the Mind's Eye 'til now. Gonna have to check it out!
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Post by murquhart72 on Aug 15, 2010 13:28:38 GMT -6
You need to be sold on it? Just take a peek at the cover... Yeah, theeerrreee ya go...
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Post by murquhart72 on Aug 15, 2010 13:26:42 GMT -6
An oldie, but still a goodie ;D They also do riffs on the Monster Manual and others
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Post by murquhart72 on Aug 14, 2010 18:55:18 GMT -6
Just noticed: There are 24 torches (no lanterns) in the party! Guess we don't mind being in the dark Plus: Bone Women are hawt
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Post by murquhart72 on Aug 14, 2010 15:00:33 GMT -6
The way I remember it was the same, except just one "Close the blast doors!" Still two "Open"s, though. +1 It TOTALLY happened! No chat between Luke and Biggs on Tatooine though, I operated under that hallucinatory memory for a LONG time, before realizing it was a scene from a picture book, not the movie.
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Post by murquhart72 on Aug 14, 2010 10:00:22 GMT -6
Finalized my character sheet and PMed the full version. I should be lighter now
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Post by murquhart72 on Aug 13, 2010 19:18:27 GMT -6
I see. I'll lighten up considerably and both post and PM you the new and improved sheet (probably tomorrow). I do kind of want him to travel a bit light as it were.
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