Saturday, October 31, 2009

Alternate Lanterns

We're bringing you some campaign flavor this Halloween night, in the form of alternate lanterns to light up the night.

Hollowed Vegetables

Citizens of towns and villages carve out the centers of excess vegetables from the harvest, placing them on their doorsteps to light the paths. Commonly carved vegetables include pumpkins, potatoes, and turnips, which, when carved, are called jack o'lanterns, named after the phenomenon of strange light flickering over peat bogs, called ignis fatuus.

Hammered Tins

Tins will often have holes pressed through them to allow light through. These are filled with candles and set out as long-term light sources with short-term fires.

Wooden Barrels

Some townsfolk are fond of chiseling or sawing holes in wooden barrels set at intersections, wherein smaller lamps are often placed. These holes allow light to pass through, illuminating the path, while protecting the wick from wind and rain.

Friday, October 30, 2009

Archaeopteryx

Archaeopteryx, sometimes referred to by its German name Urvogel ("original bird" or "first bird"), is the earliest and most primitive bird known.

Archaeopteryx
Size/Type: Small Animal
Hit Dice: 2d10 (12 hp)
Initiative: +5
Speed: 10 ft (2 squares), fly 40 ft. (average)
Armor Class: 16 (+1 size, +5 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +1/-11 (+1 when attached)
Attack: Bite +7 melee (3d4-1)
Full Attack: Bite +7 melee (3d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, sawteeth
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 7, Dex 21, Con 10, Int 1, Wis 12, Cha 6
Skills: Hide +8, Listen +2, Spot +4
Feats: Alertness, Weapon Finesse B
Environment: Warm marshes and moors
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

A archaeopteryx's coloration ranges from rust-red to tan, with a coat of feathers that ranges from ochre to turquoise.

A archaeopteryx's body is about 3 feet long, with a wingspan of 3-5 feet. It weighs about 50 pounds.

Combat

A archaeopteryx attacks by biting into a victim, and making a sawing motion with its beak.

Attach (Ex): If a archaeopteryx hits with its bite attack, it uses its saw-like teeth to latch onto the opponent’s body. An attached archaeopteryx is effectively grappling its prey. The archaeopteryx loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Archaeopteryx have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached archaeopteryx can be struck with a weapon or grappled itself. To remove an attached archaeopteryx through grappling, the opponent must achieve a pin against the archaeopteryx.

Sawtooth (Ex): Archaeopteryx deal 1d6 points of damage in any round when it begins its turn attached to a victim.

Thursday, October 29, 2009

A Series of False Trap Sketches

Inspired by a brief conversation from tonight's role playing session, here are some false trap ideas for your dungeons. They're brief themselves; so be it.

Alternate Flooring

One way to keep your party (especially the rogues) on their toes is to mix up the flooring. Drop in fitted stone where there is mostly naturally-hewn rock, or parquet in the middle of a wealthy treasure chamber. These false positives will set the party up to let their guard down for the real traps awaiting them!

Spurious Tripwires

Have tripwires in dungeons that don't set off any traps. These wires might set certain levers, building to a larger trap, be lines to traps already set off, or simply be duds, traps that never seem to work.

False Pits

Have floors drop out from under the party, only to have them land 6" below the normal floor. This will set them at ease... Or will it!?!?

Anti-trap Tripwires

Have these tripwires drop shields that protect the party from the falling rocks in the next room, or provide other potential escapes and work-arounds, such as opening up a side chamber or otherwise revealing a potential escape.

Saturday, October 24, 2009

Giant Pipefish

Slithering out from the the reef, a giant eel of a beast swims toward you.

Giant Pipefish
Size/Type: Large Animal (Aquatic)
Hit Dice: 12d8+46 (107 hp)
Initiative: +8
Speed: Swim 90 ft. (12 squares)
Armor Class: 27 (-1 size, +6 Dex, +12 natural)
Base Attack/Grapple: +10/+23
Attack: Bite +17 melee (2d6+5)
Full Attack: Bite +17 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, constrict
Special Qualities: Keen scent
Saves: Fort +10, Ref +15, Will +8
Abilities: Str 21, Dex 23, Con 15, Int 1, Wis 12, Cha 10
Skills: Listen +14, Spot +10, Swim +24
Feats: Improved Natural Attack (bite), Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-18 (Huge); 19-32 (Gargantuan)
Level Adjustment: —

Giant pipefish attack anything they perceive to be edible, even larger creatures, constricting them until they stop breathing.

This monstrous fish can grow to a length of 25 feet and weigh more than 4,000 pounds.

Combat

Giant pipefish entangle their foes in their long, tentacle-like bodies.

Improved Grab (Ex): To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.

Keen Scent (Ex): A giant pipefish can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.

Skills

A giant pipefish has a +12 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered, and get a free tumble check to move through opponents spaces, avoiding attacks of opportunity.

It can use the run action while swimming, provided it swims in a straight line.

Tuesday, October 20, 2009

Proppian Player's Guide (Oct 20 DRAFT)

Here is the next installment of the Proppian Player's Guide.

Spending the last two weeks in a cabin in the Finger Lakes has continued to inspire the development of the guide, as has The Oxford Illustrated History of Medieval Europe and a few fairy tales I've had my head planted within. We've experienced autumn and winter in the same week, and it's been memorable -- lots of hauling wood and fire-stoking, interspersed with storytelling and lots of writing.

The result in this guide is more depth in the NPC classes, and at the request of some upcoming players to the realm, more information on the key nations of the region that they'll begin in. These nations will be fleshed out in much more detail in the Proppian Storyteller's Guide, since it's information that shouldn't be well known by the players, since the idea is to have them learn it in-game. However, to get my new players in the right frame of mind to create their characters, it helps to have some basis for their made up reality.

New NPC classes include:

Acrobat: Sneaking about the urban landscape under cover of darkness, the acrobat balances tight rope walking with weapon finesse to provide an athletic character class.

Friar: Traveling the world to preach their own interpretation of the gospel, friars know much of the world and contemplate the afterlife often. Others may see them as overly dogmatic, but they insist they are faithful to their faith, and this keeps them going as they journey from hamlet to township, making observations that they tie back to ancient parables in homilies delivered to all who will listen.

Hunter: Wandering the forest in search of food, hunters have learned where to aim, how to stand, and when to attack their prey. This makes them formidable foes in woods, cities, and dungeons, wherever they may roam.

Jongleur: The ballads sung by wandering minstrels don’t do their adventuring lives justice. In their long-winded tales, they tend to dance around the central theme as well as they dance rings around the local nobility and robber barons alike with their wordplay and wit.

Merchant: Nearly every society requires commerce to thrive, and who but merchants ensure that commerce is successful. Found in almost every settlement, merchants live for one of two things: to see the community prosper through their individual actions, or to see themselves prosper as the expenses of the community grow.

Scholar: Living physically sheltered lives in cloisters and monasteries, these true monks known as scholars receive exemplar educations. Others call them bookish, but when the need for ancient knowledge or other long-dead lore arises, they are often the only ones able to provide the proper perspective for the situation.

Shepherd: Astute animal handlers with aptitude for deep thinking and spending long periods of time in concentration, shepherds are known for their no-nonsense understanding of the ways of the world.

Tinker: Toiling away in their laboratories, tinkers develop new devices to solve society’s problems. Some of these improvements are seen on the battlefield, others in the healer’s tent, and still others remain in their labs, to one day be discovered by some courageous adventurer.

Get the latest version of the fairy-tale-oriented, Medieval guide here. Remember that this guide is still under development, to be released by the end of this year.