Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Monday, January 9, 2017

A little experiment: looking for links to OSR material (blog posts/free downloads) related to undead

I'm going to try a little experiment here. I'm looking for links to OSR-gaming-related blog posts (including links to downloads) of material related to undead. It could be new classes, combat rules, magic items, free adventures, reviews, new monsters, etc. Please, no links to actual commercial products, though PWYW items are considered.

I would prefer if the entire content at the link is undead-related (as opposed to say just 25% of what's at the post), but all input will be considered.

For example, here's a few from my own blog over the last few years:

How to Embalm a Corpse
Optional Rules for Killing a Vampire
Tomb of Ludor the Beheader (one-page adventure)
New Monster: Flailing Spirit
New Monster: Bestial Beast

If there is something undead-related as part of a larger post, then call it out. For example...

At this link, there is a spell called "Animate Warrior" (animates warrior zombies)

Before the link, it would help if there's a description. E.g.,

FREE 1-PAGE ADVENTURE: TOMB OF LUDOR THE BEHEADER
http://savevsdragon.blogspot.com/2012/09/free-oe1ebx-mini-adventure-tomb-of.html

Okay. Let 'er rip!

Friday, November 11, 2016

Guest Post: Steve Marsh on Alignment

As the completion of art and editing for Steve Marsh's Shattered Norns draws imminently closer, and its publication looms, and editor always has to face the unfortunate truth that there is just not a place for EVERYTHING you'd like to include in the book. In this case, the thing I'd like to include (but just seemed to feel forced in wherever I put it), is a small insight penned by Mr. Marsh regarding his introduction to Gary Gygax of the Good/Evil alignment axis (thereby creating the "dual-axis" alignment system introduced in AD&D), and how it relates to Steve's concept of chaos (i.e., "anarchy"). Steve also nods to 5th Edition's acknowledgement of abominations (outsiders/forces of entropy) as this is particularly relevant in his Shattered Norns world where abominations abound.

In addition to Steve's commentary, I've included a graphic I recently created, taking all of the components of the various alignment charts that exist, as well as the SRD alignment content, and merging them into a single "go to" reference graphic for alignment.




On Alignment – My approach to alignment
by Steve Marsh

The original alignment system was based off of the law/chaos axis of Poul Anderson’s Three Hearts and Three Lions more than anything else.

Chaos was feral rebellion, both the immoral and the amoral, and everything that tore down creation.

Law was the harmonizing and creative force that organizes, creates and preserves the world.

Using this law/chaos polar opposition as an express part of a gaming world was a conceptual breakthrough by Gary Gygax that allowed it to be a natural driver for all sorts of things in the game world. The system fit a dark ages world very well. It creates a natural conflict and aligns with good and evil directly on the law/chaos axis.

The system had two problems, though. First, too many gamers were much more familiar with Michael Moorcock’s use of law and chaos. Second, I wanted a different type of nuance.

This is why I proposed an order/anarchy system with the poles of good and evil on a different axis. Anarchy can have natural nobility (determined purely by personal charisma and power), and Law can have democracy. For a long time in my personal campaign I used Anarchy or Tychism (a philosophical school) in the place of Chaos in order to focus the point on what “chaos” was.

Eventually, Gary agreed with me and migrated the game world to a 2-axis system where the law/chaos axis crossed with good/evil axis. It allowed for things to be feral without them being necessarily evil (old school “chaos”). It also allowed for characters to distinguish between the amoral (where being without morals = neutral) and the immoral (where those who are doing wrong = evil).

One thing I like about 5th Edition is that it acknowledges abominations (those from outside; generally forces of entropy, normally classified as “evil”) that do not necessarily fit properly into the law/chaos structure. My campaign world (Shattered Norns) is marked by having been marred by a massive intrusion by an abomination that was repulsed. I used to use the term “chaos” to refer to it, which led to confusion. Part of what I like about the 5e “abomination” category is that I can use the term “abomination,” and be clearly understood across the game categories, while using the standard law/chaos terminology as well.



Wednesday, November 25, 2015

New Oe/1e/BX Monster: Ectoplasmic Ooze

Given the expanding planar bent that the psionics adventures I've been writing (Vault of the Faceless Giants, Spawn of Xumaltet, The Jahnu Prophecy) have been taking, a creature like this seemed only natural.

ECTOPLASMIC OOZE


DESCRIPTION
Ectoplasmic oozes appear similar in size and shape to gray oozes, except that ectoplasmic oozes are bright green, give off a glowing green light, and are able to fly. Ectoplasmic oozes are common where stresses, rips and tears occur in the fabric of the planes.

Ectoplasmic oozes are not aggressive, but will defend themselves earnestly if attacked. On a successful “to hit” roll, an ectoplasmic ooze does 1d8 damage, and the ooze’s victim must save vs. paralysis or become entangled (similar to the magic-user spell web). A human of normal strength can break free of the goo in 2d4 turns, but smaller creatures will take considerably longer. Once a creature is entangled, the ooze begins draining 1 hit point per round until the victim is dead or the ooze has been killed. The ooze does not absorb these hit points; instead, the lost hit points dissipate into the fabric of the planes. An ectoplasmic ooze may not make any attacks while a victim is entangled. If the ooze is attacked while a victim is entangled, the ooze will “spit out” the victim in order to defend itself against other attackers.

A +1 or better weapon is required “to hit” an ectoplasmic ooze, and ectoplasmic oozes takes only half damage from energy attacks (i.e., heat, cold, electricity and sound). They are affected normally by acid and purely arcane forces (e.g., magic missile).



Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12"/12"
HIT DICE: 3+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 3+1
MOVE: 120'(40')/120'(40')
ATTACKS: 1 touch
DAMAGE: 1-8 + special
NO. APPEARING: 1-6
SAVE AS: Fighter:2
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Tuesday, November 3, 2015

Converting Psionic Monsters and NPCs
from Other Editions to BX/LL

One of the things of which I wanted to make sure when designing the Basic Psionics Handbook, was the ease of conversion for psionic monsters and NPCs from other editions to BX/LL. So on page 53, you'll find this chart (at left).

To use the chart, simply compare the psionic ability listed for the creature. Then, based on the chart (and possibly influenced by the creature's HD), assign it a psionic level and PSPs. Since the combat modes are named the same as the early editions, the alphabetic indications are easy enough to interpret...

Attack ModesDefense Modes
A. Psionic BlastF. Mind Blank
B. Mind ThrustG. Thought Shield
C. Ego WhipH. Mental Barrier
D. Id InsinuationI. Intellect Fortress
E. Psychic CrushJ. Tower of Iron Will

For specific disciplines possessed by the creature, all of the classic disciplines are already included (and, more importantly, are named with the original names, rather than some of the newer edition names). If there is a specific level of mastery noted for the discipline, consider that the psionic level. Otherwise, defer to the psionic level as determined by the Psionic Ability conversion above. Also, there's really no problem with making all of the creature's disciplines operate at creature's psionic level, regardless of the indications in an original source.

If you're looking to convert something "newer" than AD&D (say, a creature native to Athas from 2e), and the ability is something a little out of the ordinary and not included, this is easy enough. All of the 2e abilities are already noted as a major science or minor devotion, and assigned as part of a discipline group (e.g., clairsentient, psychometabolic, etc.). That means the PSP costs are already prescribed (based on those factors) by the Basic Psionics Handbook. You just have to make sure the duration of the ability is appropriate for BX/LL (eliminating the maintenance costs), and tweak to eliminate the need of power checks. For the former and latter, I'd suggest finding a similar ability in the Basic Psionics Handbook (or possibly something from the psionics SRD) and using that as a guide (seeing as there are 114 abilities included in the BPH, it's almost guaranteed there's something similar to what you may be looking for).

And did I mention this was coming soon...