White apes are one of my favourite monsters. They illicit a strong sword & sorcery vibe. If I make up the tower of a decadent wizard, odds are that I included a white ape inside as a guard. White apes are tough (HD 4) and quick (move 120') but they are fairly easy to hit (AC 6) and don't cause too much damage with their two attacks (1-4 each). They also have ranged attack - they may throw stones for 1d6 damage.
Another reason why I like them is that they are associated with Neanderthals which I also really like for their S&S vibe.
Friday, September 24, 2010
Thursday, September 23, 2010
B/X Monsters - Acolyte
The Acolyte is one of many "man-monsters" in the B/X rules. The roster of man-monsters and lost world monsters are part of what I believe gives B/X a certain flavour. So let's look at the Acolyte…
They have an armour class of 2 which isn't surprising given the low cost of platemail in B/X. This makes them tough foes for low level PCs as they would have a low probability of hitting.
An odd fact is that acolytes have 1 hit dice of the d8 variety even though clerics are only 1d6. Tougher than the average 1st level cleric. Like other 1st level clerics though, an acolyte doesn't have any cleric spells.
Acolytes are on a pilgrimage and are found in groups of 1 to 8 in a 1st level dungeon or 1 to 20 in the wilderness. They will all be of the same alignment with an equal chance of being lawful, neutral or chaotic. This raises a number of interesting possibilities such as a party encountering a group of lawful acolytes on a pilgrimage in a dungeon that is the lair of a bunch of chaotic monsters. Why are they there? Where are they going or where are they returning from? Or maybe the party encounters a large group of chaotic pilgrims in the wilderness. With the low AC, a low level party better hope for a good reaction roll!
While all acolytes will be of the same alignment, the monster listing doesn't mention anything about their god/goddess. Do they all worship the same god or do they worship a pantheon of gods all of the same alignment?
Acolytes may be accompanied by a leader of 2nd to 5th level. The leader's spells may be chosen by the DM or determined randomly. With my love of randomness, I would roll for them. I would love to try to figure out why a Vicar of Chaos has Speak with Animals memorized.
Acolytes have treasure type U which means that the acolyte likely has 5 cp, 5 sp and 5 gp. 1-in-20 will have some gems or jewelry. 1-in-50 will also have a magic item - maybe a holy artifact.
They have an armour class of 2 which isn't surprising given the low cost of platemail in B/X. This makes them tough foes for low level PCs as they would have a low probability of hitting.
An odd fact is that acolytes have 1 hit dice of the d8 variety even though clerics are only 1d6. Tougher than the average 1st level cleric. Like other 1st level clerics though, an acolyte doesn't have any cleric spells.
Acolytes are on a pilgrimage and are found in groups of 1 to 8 in a 1st level dungeon or 1 to 20 in the wilderness. They will all be of the same alignment with an equal chance of being lawful, neutral or chaotic. This raises a number of interesting possibilities such as a party encountering a group of lawful acolytes on a pilgrimage in a dungeon that is the lair of a bunch of chaotic monsters. Why are they there? Where are they going or where are they returning from? Or maybe the party encounters a large group of chaotic pilgrims in the wilderness. With the low AC, a low level party better hope for a good reaction roll!
While all acolytes will be of the same alignment, the monster listing doesn't mention anything about their god/goddess. Do they all worship the same god or do they worship a pantheon of gods all of the same alignment?
Acolytes may be accompanied by a leader of 2nd to 5th level. The leader's spells may be chosen by the DM or determined randomly. With my love of randomness, I would roll for them. I would love to try to figure out why a Vicar of Chaos has Speak with Animals memorized.
Acolytes have treasure type U which means that the acolyte likely has 5 cp, 5 sp and 5 gp. 1-in-20 will have some gems or jewelry. 1-in-50 will also have a magic item - maybe a holy artifact.
Friday, September 17, 2010
Thursday, August 19, 2010
A Fist Full of Gold Pieces
I love using spaghetti westerns as a source for inspiration for D&D adventures.
The party arrives at the little small town in the borderlands. An innkeeper, tells the party about the bitter feud between two groups vying to gain control of the town: on the one side, the Iron Ring, a notorious band of thieves; on the other, the family of the town sheriff, Eli Thorrma.
The next day, the party witness a detachment of the local Lord's soldiers passing through town escorting a shipment of gold. If the party follows the troops out of town, they witnesses the soldiers being massacred by a band of elves, who are actually members of the Iron Ring gang in disguise.
Monday, August 16, 2010
Aloles, Medium of the Copper Bonds
Name: Aloles, Medium of the Copper Bonds
Sex: Male
Class: Magic-user
Level [1]
XP [0] [+10%]
XP required for next level [2,500]
Alignment Chaotic
STR [9]
INT [17] (reads & writes common, chaotic, goblin & medusa; +10% XP)
WIS [11]
DEX [8] (-1 missile fire; +1 AC penalty; -1 initiative)
CON [13] (+1 hp/HD)
CHR [5] (+1 reactions; Max. # Retainers 2; Retainer Morale 5)
[10 yikes] AC (none)
[2] HP (1d4 hit dice; +1 Con)
Move 120/40/120 ft
Saving Throws
[13] Death Ray or Poison
[14] Magic Wands
[13] Paralysis or Turn to Stone
[16] Dragon Breath
[15] Rod, Staff, or Spell
Class Abilities:
Spells (1st - Floating Disk)
Encumbrance [174]
Coins PP GP 84 EP SP CP
Weapons:
Dagger (10 cn)
Armour:
none
Gear (80 cn):
Backpack (holds 400 cn)
Crowbar
Lantern
6 flasks of oil
50' rope
Mirror
Other Treasure:
none
Descriptors: untrained performer
Motivations: seek lust, oppress literature, plunder the populous
(Descriptors and motivations are from Conjecture Games' UNE the universal NPC emulator)
Wow, Aloles sounds like quite the guy. For someone who will really need retainers, Aloles will have a heck of a time hiring them and keeping them around.
Sex: Male
Class: Magic-user
Level [1]
XP [0] [+10%]
XP required for next level [2,500]
Alignment Chaotic
STR [9]
INT [17] (reads & writes common, chaotic, goblin & medusa; +10% XP)
WIS [11]
DEX [8] (-1 missile fire; +1 AC penalty; -1 initiative)
CON [13] (+1 hp/HD)
CHR [5] (+1 reactions; Max. # Retainers 2; Retainer Morale 5)
[10 yikes] AC (none)
[2] HP (1d4 hit dice; +1 Con)
Move 120/40/120 ft
Saving Throws
[13] Death Ray or Poison
[14] Magic Wands
[13] Paralysis or Turn to Stone
[16] Dragon Breath
[15] Rod, Staff, or Spell
Class Abilities:
Spells (1st - Floating Disk)
Encumbrance [174]
Coins PP GP 84 EP SP CP
Weapons:
Dagger (10 cn)
Armour:
none
Gear (80 cn):
Backpack (holds 400 cn)
Crowbar
Lantern
6 flasks of oil
50' rope
Mirror
Other Treasure:
none
Descriptors: untrained performer
Motivations: seek lust, oppress literature, plunder the populous
(Descriptors and motivations are from Conjecture Games' UNE the universal NPC emulator)
Wow, Aloles sounds like quite the guy. For someone who will really need retainers, Aloles will have a heck of a time hiring them and keeping them around.
Sunday, August 15, 2010
Brother Dunnbelly
Just because I felt like making a B/X character...
Name: Brother Dunnbelly, Child of the Abundant Shrine
Sex: Male
Class: Cleric
Level [1]
XP [0] [+10%]
XP required for next level [1,500]
Alignment Lawful
STR [12]
INT [12] (reads & writes common & lawful)
WIS [16] (+2 on magic-based saving throws; +10% XP)
DEX [11]
CON [10]
CHR [15] (+1 reactions; Max. # Retainers: 5; Retainer Morale 8)
[2] AC (platemail, shield)
[3] HP (1d6 hit dice)
Move 60/20/60 ft
Saving Throws
[11] Death Ray or Poison
[12] Magic Wands
[14] Paralysis or Turn to Stone
[16] Dragon Breath
[15] Rod, Staff, or Spell
Class Abilities:
Turn Undead (skeleton 7; zombie 9; ghoul 11)
Cleric spells (at 2nd level)
Encumbrance [714]
Coins PP GP 4 EP SP CP
Weapons:
Mace (30 cn)
Armour:
Platemail (500 cn)
Shield (100 cn)
Gear (80 cn):
Holy symbol
Backpack (holds 400 cn)
Wineskin and quart of wine
Tinderbox
6 Torches
1 week standard rations
Other Treasure:
none
Descriptors: destitute pioneer
Motivations: record disbelief; attend greed; refine communications
(Descriptors and motivations are from Conjecture Games' UNE the universal NPC emulator)
From the motivations, I think that Brother Dunnbelly is a poor traveller wandering the Borderlands collecting oral stories and myths. He is hoping to publish a collective work that will make him rich and famous. All for the benefit of the Abundant Shrine of course...
Name: Brother Dunnbelly, Child of the Abundant Shrine
Sex: Male
Class: Cleric
Level [1]
XP [0] [+10%]
XP required for next level [1,500]
Alignment Lawful
STR [12]
INT [12] (reads & writes common & lawful)
WIS [16] (+2 on magic-based saving throws; +10% XP)
DEX [11]
CON [10]
CHR [15] (+1 reactions; Max. # Retainers: 5; Retainer Morale 8)
[2] AC (platemail, shield)
[3] HP (1d6 hit dice)
Move 60/20/60 ft
Saving Throws
[11] Death Ray or Poison
[12] Magic Wands
[14] Paralysis or Turn to Stone
[16] Dragon Breath
[15] Rod, Staff, or Spell
Class Abilities:
Turn Undead (skeleton 7; zombie 9; ghoul 11)
Cleric spells (at 2nd level)
Encumbrance [714]
Coins PP GP 4 EP SP CP
Weapons:
Mace (30 cn)
Armour:
Platemail (500 cn)
Shield (100 cn)
Gear (80 cn):
Holy symbol
Backpack (holds 400 cn)
Wineskin and quart of wine
Tinderbox
6 Torches
1 week standard rations
Other Treasure:
none
Descriptors: destitute pioneer
Motivations: record disbelief; attend greed; refine communications
(Descriptors and motivations are from Conjecture Games' UNE the universal NPC emulator)
From the motivations, I think that Brother Dunnbelly is a poor traveller wandering the Borderlands collecting oral stories and myths. He is hoping to publish a collective work that will make him rich and famous. All for the benefit of the Abundant Shrine of course...
Monday, August 2, 2010
Does the monster flee or do all the monsters flee?
I have blogged about B/X Morale before but I wanted to check and see how people apply the morale check. Do you roll the dice once and apply it to all the monsters as a group or do you roll for each monster and apply the results individually?
For example, a group of six goblins check morale:
Do you roll once and determine if all of the goblins continue to fight or do they all flee?
OR
Do you roll morale six times and apply the result to each individual goblin?
For example, a group of six goblins check morale:
Do you roll once and determine if all of the goblins continue to fight or do they all flee?
OR
Do you roll morale six times and apply the result to each individual goblin?
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