Came across an old fave Dave Sutherland graphic on Old School FRP ...but something about that shield always bugged me. You tell me...?
Am I wrong?
(according to Old School FRP, "no credit for Sutherland by name" in the module that the original drawing had inspired! For shame!)
And while I'm at it, I suppose this big guy is Surprised, because why else would he be holding his polearm upside down? Maybe trying to get around some Large vs Small penalty
Unrelated Link: http://jrients.blogspot.com/2019/11/watch-out-for-bucket-bob.html
Welcome to Gnarth
Wednesday, April 10, 2019
Saturday, April 6, 2019
Detailed Mundane/Slightly Magic Loot (d200)
I like to throw a handful of odd goodies into a treasure trove :)
cause why not
Unrelated Link o' Day: https://dysonlogos.blog/2011/01/11/labyrinth-lord-uniquely-undead/
Cool Options for unique/random Undead effects!
Monday, April 1, 2019
Saturday, March 23, 2019
4d12 Gem Types Tables
the Hellfire of Hellastar
GEM TYPES (d12 each)
Ornamental Fancy
to Precious
1 Azurite: mottled deep blue Amber: transparent
golden
2 Banded Agate: blue, red, and white
stripes Alexandrite: dark green
3 Blue Quartz: transparent pale blue Amethyst: purple
crystal
4 Hematite: gray-black Aquamarine:
pale blue green
5 Lapis Lazuli: dark blue, yellow flecks Chrysoberyl: green or
yellow green
6 Malachite: striated light and dark
green Coral: pink to
crimson
7 Moss Agate: pink, gray-green moss Garnet: deep red to violet
crystal
8 Obsidian: jet black Jade:
light to dark green or white
9 Rhodochrosite: shades of pink Jet: deep black
10 Tiger Eye Agate: gold brown, dark
stripes Pearl: pure white,
rose, to black
11 Turquoise: aqua, darker mottling Topaz:
golden yellow
12 Gnartian Glowstone, small Glowstone,
medium-large or spar
Semi-Precious Gems
& Jewels
1 Bloodstone: deep red, black mottling Diamond:
clear, blue, yellow,pink
2 Carnelian: orange to red-brown Ruby: clear to
deep crimson red
3 Chalcedony: white Emerald:
brilliant green
4 Citrine: pale yellow Sapphire: clear to medium blue
5 Jasper: blue, black to brown Black
Sapphire: rich black highlights
6 Moonstone: white pale blue hue Opal: pale blue/black, gold
motes
7 Onyx: black, white, or bands of both Fire Opal: fiery red
8 Rock Crystal: clear, transparent Jacinth: fiery
orange
9 Tourmaline: translucent green Dark Amethyst: deep
purple
10 Smoky Quartz: yellow, brown, rose,
blue Fire Topaz: fiery yellow
11 Sard: dull or brick red Moon Opal: misty blue, silver motes*
12 Gnartian Firestones (# 1d6) Moon Sapphire: dark blue, silver highlights*
Friday, March 22, 2019
Potions (d100) "Undeath for a Day", "Hepatization", "Master Mix"...
d100 Potions table, incl new classics (?!)
Unrelated Link: https://tengoldpiecegems.blogspot.com/2016/04/d8-magical-spectacles.html
Wednesday, March 13, 2019
Fave D&D-ish Video Links List
Got any more for my list?
Roll a d6 Music vid
Elder Sign Commercial Ad
Mongrel & The Wrath of the Ape King Retroscope short
The Gamers: Dorkness Rising Full movie
AFK: The Webseries Waking up as your PC
The Reward Animated short
Cubicles & Careers D&D Characters play "Papers and Paychecks"
THE PARACHUTE ENDING Trippy space wizard music vid
Roll a d6 Music vid
Elder Sign Commercial Ad
Mongrel & The Wrath of the Ape King Retroscope short
The Gamers: Dorkness Rising Full movie
AFK: The Webseries Waking up as your PC
The Reward Animated short
Cubicles & Careers D&D Characters play "Papers and Paychecks"
THE PARACHUTE ENDING Trippy space wizard music vid
Saturday, March 9, 2019
Idea: NOT Memorizing 1st Level Spells
How about, NO Spell Casters have to "memorize" 1st Level Spells?! ALL 1st Level Spells could be chosen at time of casting... If a PC has access to a 1st Level Spell (in Spell Book), then they can cast it up to many times as their number of Slots for the day permits
Makes 1st Level Spells more like variable Special Abilities, subject to a max cap of uses/day
Increases fun and survival at lower Levels
No setting up camp, just to get a Cure Light or Read Magic Spell before proceeding!
Feather Fall makes more sense
Just seems fitting - and not unbalancing - that the Spell Caster can produce Light, Affect a Fire, cause some Dancing Lights, even Detect Magic. A Cleric should nearly always have access to their Protect from Evil and Remove Fear, right?
Plus, it's cool: the Evil Necromancer always seems to have a ready Magic Missile for a bungling minion, the Mighty Wizard never says, "Hold up, magical eye-strain, can't Read this inscription until tomorrow," and the Cleric doesn't have to get stuck with, "I don't wanna take all Cure Light Wounds, I need to know if this guy is Evil, dammit!"
I get excited when I think I have a cool novel idea... then someone says, "Yeah, Pathfinder 6.7 has that one in an expansion, it sucks."
Makes 1st Level Spells more like variable Special Abilities, subject to a max cap of uses/day
Increases fun and survival at lower Levels
No setting up camp, just to get a Cure Light or Read Magic Spell before proceeding!
Feather Fall makes more sense
Just seems fitting - and not unbalancing - that the Spell Caster can produce Light, Affect a Fire, cause some Dancing Lights, even Detect Magic. A Cleric should nearly always have access to their Protect from Evil and Remove Fear, right?
Plus, it's cool: the Evil Necromancer always seems to have a ready Magic Missile for a bungling minion, the Mighty Wizard never says, "Hold up, magical eye-strain, can't Read this inscription until tomorrow," and the Cleric doesn't have to get stuck with, "I don't wanna take all Cure Light Wounds, I need to know if this guy is Evil, dammit!"
I get excited when I think I have a cool novel idea... then someone says, "Yeah, Pathfinder 6.7 has that one in an expansion, it sucks."
unrelated pic
unrelated link: Interesting Old School commentary and exploration, retro clone examinations
Saturday, March 2, 2019
Super Simple Poisons
POISON
Insinuative; must be introduced to body, Save Negates entirely, Rare
Ingested; must be consumed, Save for Half Damage or Negate/Lesser
Effect, Very rare
Contact; must touch skin; No Save, Extremely Rare
Poisoned creatures will suffer warning signs during Onset
May be diluted or concentrated, as per DM, Save Bonus/Penalty +1 to +4
Detection is tough; DF 20+ Passive, DF15+ Active
Class Onset Damage/Effect Rate/Duration Poison Venom/Ingredient
II 1d6r 2d6+2 4HP/r Creeping Death G Spiders
III 1d4r 3d6+3 6HP/r Cerulon Blue Brain Slug
IV 2r 4d6+4 8HP/r Two-Step White Scorpion
V 1r 5d6+5/Death 10HP/r Crimson
Death Crimson Worm
VI --- 6d6+6/Death Immediate Finality Tomb
Beetle larvae
VII 1d4r Blindness 1d6T/Perm Naga Milk Naga,
Batwing Viper
VIII 2r Sleep 1d6+1T Dream Weaver G Spiders, Mugato
IX 2r Slow/Paralysis 2d6r/2d6T Long
Nap G Wasp, C Crawler
X 1r Insanity/Feeblemind Perm Mage’s Bane Jale Ant
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