May 31, 2011
One Step Closer to LARP: The Warrior Dash!
May 28, 2011
Cyberpunk 2020 Character: Cassandra 2.0
This is a piece I did in pencil and tempera paints of my cyberpunk character, Cassandra. I was never happy with the facial shading, but love how the lips turned out. In fact, I have plans on cropping certain parts of this piece for later customization (in the cyberpunk vein I can assure you). I've posted about her before, but didn't share her background, cybernetics, or weapons. I played her during my groups Cyberpunk 2020 era in the mid-nineties. I rarely played female characters, but she stands out as an all-time favorite. I've decided to give her up to the 'net. Take her. Use her. But exercise caution. Like a Hayabusa with too much engine, she can take you to exhilarating heights, or flip you onto asphalt at 150 an hour. Believe me, though, in this case the juice is worth the squeeze.May 27, 2011
Dice & Data
May 26, 2011
Alien Xenomorphs in D&D
Note: Also available as PDF. Enjoy!
You wake with a tremendous headache and vague memories of investigating a secretive cult called the Regenerationis Sacri. You and your party had discovered their location within an ancient abbey on the edge of a local small town. The townspeople are largely unaware of its existence. You tracked a high cleric named Jihl Ryder into a large room where she began chanting a weird spell that hurt your ears and turned your vision askew.
Now you and your party are lying on a cold, stone floor in a rectangular room furnished with three tables. On each table is a fleshy egg-shaped object. One is opened at the top. The other two appear sealed. A human in black robes lies unconscious on the ground, a hideous spider-like creature fixed to his face. A large sack lies next to him, with your party's equipment spilt on the floor. As you sit up, you notice the two sealed eggs pulsate and slowly open at the top.
The Abbey
1. A Spartan rectangular room. Three stone tables with leathery egg-like objects on each table. North door unlocked and made from unknown black material (Xenomorph armor). Secret stone trapdoor in center of floor opens to steep descending steps.
2. 30’ stone hallway lit by one torch on either side. Slight blood smears on South door. Western door light wood, padlocked. North door heavy wood unlocked.
3. 10’x20’ room. Metal lever attached to machinery set along South wall. If players pull lever, they hear and feel a rumbling. The lever opens the trapdoor in room 1.
4. Gigantic main hall of abbey. Rows of wooden pews are arranged around four marble pillars facing a 30' statue of a Xenomorph drone holding an egg. There is a strong odor of incense and several large flame braziers provide a flickering light. The arched ceiling is lost in shadow. 4 (1d8) monks are kneeling in prayer at various pews. Western door light wood and unlocked. Primary exit/entrance is Northern door of heavy wood and iron bolted from inside. Eastern door light wood and unlocked.
5. Head cleric’s living quarters and library. She is seated at an ornate table with an open text. Starlight spills in from three windows along North wall. West exit door heavy wood, securely bolted. Three large locked chests. First chest contains Abbey log and history books. Second chest contains Silver +1 dagger, Xenomorph armor with helm and shield (AC=5 with acid resistance), and black silk robes. Third chest contains preserved Xenomorph Drone skull and a scroll describing the Xenomorphs, including their fire weakness.
6. Lower monk study chamber and Abbey library. Shelves and desks fill the room. Several desks have lit candles. 4 (1d8) monks read at desks. Xenomorph scrolls sit on several tables describing the monsters in detail, including their fire weakness. Eastern door light wood and unlocked.
7. Monk dormitory. Bunks line North and South walls holding 11 (2d10) unarmed sleeping monks. Room is dark except for moonlight coming through North windows. East exit door heavy wood, securely bolted. Southwest door light wood and unlocked. Southeast door light wood and unlocked. Several large unlocked chests hold robes and daggers.
8. Larder. Filled with sacks of grain, barrels of beer, and other various foodstuffs.
9. Kitchen/Brewery. Room lit with several large candles and lit fireplace. Strong smell of soup and barley. Various tables covered in foodstuffs and cooking equipment. Brewing vats sit along West wall. 2 (1d4) unarmed cooks/brewers working at various tables. South exit door heavy wood and iron unlocked leading to chopped wood pile.
The Cavern
Introduction: The entire cave system is infested with Xenomorphs. The walls are covered in hardened secretions in which they can hide. All encountered Xenomorphs surprise on a 1,2, or 3 on a 1d6 roll. The cave system is also humid, and filled with a rotting stench and the sound of dripping water.
1. Small square stone basement. South door leading into caverns unlocked and made from unknown black material (Xenomorph armor). Blood and gore splattered on floor.
2. Cavern opening with two tunnels leading South. Gore, clothing, and a melted short sword on ground.
3. Long, narrow (5’) and low-ceiling (4’) corridor. 2 (1d4) Xenomorph Drones hide along the walls.
4. Open chamber, wide enough for all of party to stand together. Six small openings open in all directions. If players make a listen check, they hear a hissing sound coming from cavern #5.
5. Large chamber housing 1 Xenomorph Queen on Ovipositor. 5 (2d4) Xenomorph Drones. 4 Xenomorph eggs.
6. Alternating open and narrow (3’) cavern tunnel. 2 (1d4) Xenomorph Drones hide on ceiling.
7. Several humanoid bodies scattered about floor in various states of decay. Roll hoard table II and III. Three scrolls found, each hold a single Acid Resistance spell. This spell negates all acid damage for 5 rounds.
8. Wide tunnel (5’). 5 (2d4) Xenomorph Drones hide along walls.
9. Cavern entrance has been sealed shut with several tons of fallen rock. 25 unhatched Xenomorph eggs arranged on floor. 5 (2d4) Xenomorph Drones working with eggs. 1d4 eggs open per turn.Xenomorph Drone
No. Enc.: 2d4
Alignment: Neutral
Movement: 150’ (50’)
Armor Class: 4
Hit Dice: 2
Attacks: 2 (bite, tail, or claw)
Damage: 1d8, 2d4, or 1d6
Save: F2
Morale: 7
Hoard Class: IV
XP: 215
Vaguely humanoid with elongated heads and two sets of razor sharp teeth, the Xenomorph is covered in black chitonous armor. Exceptionally fast and deadly in close-quarters combat, their ant-like hive mentality is driven by a need to serve a single queen. When exposed to the air, Xenomorph blood become a highly corrosive acid, dealing 1d6 damage per round for 2 rounds with anything, including metal or leather, in which it comes in contact. Any character within 5 feet of a Xenomorph when it takes damage has a 25% change of acid contact. Any weapon which deals said damage is immediately rendered useless. Fire attacks deal double damage.
Xenomorph Facehugger
No. Enc.: 1d4
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 1
Attacks: 0
Damage: na
Save: F1
Morale: 10
Hoard Class: III
XP: 158
Xenomorph Facehuggers resemble a large human hand with a powerful segmented tail. It springs from an egg, surprising on a 1d6 roll of 1 or 2, attempting to grab a host’s head with its six digits. If a character is surprised and the Facehugger leaps onto his face, he has may make a Save vs. Paralyze to throw the facehugger off, otherwise he is doomed. Once the Facehugger wraps its tail around the hosts neck and digits around the head, it inserts a tracheal tube deep into the thoracic cavity and embeds a Xenomorph Drone embryo. The host enters a deep coma after 1d4 rounds, awakening only after 2d6 hours during which the Facehugger has implanted the embryo. Once the Facehugger has both digits and tail in place, it cannot be removed without killing the host. Much like the Drone, Facehugger blood is highly acidic, dealing 1d6 damage per round for 3 rounds. Any character within 5 feet of the Facehugger when it takes damage has a 25% chance of acid contact. Any weapon which deals said damage is immediately rendered useless. The Facehugger dies 1d4 hours after the attachment. The embryo grows quickly, bursting from the host’s chest causing instant death 2d4 hours after awakening from the coma. Fire attacks deal double damage.
Xenomorph Queen
No. Enc.: 1 (rare)
Alignment: Neutral
Movement: 180’ (60’)
Armor Class: 3
Hit Dice: 10
Attacks: 3 (bite, tail, or claw)
Damage: 1d10, 2d8, 1d12
Save: F7
Morale: 9
Hoard Class: XV
XP: 915
Regenerationis Sacri Monk
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: 1d4, poison
Save: C1
Morale: 7
Hoard Class: I
XP: 49
These monks spend most of their time either in prayer or studying ancient texts. They are lead by Jihl Ryder, a charismatic and powerful evil Cleric. Typically dressed in black robes and loincloth, Regenerationis Sacri Monks worship the Xenomorph. They are armed with permanently poisonous dagger unless noted otherwise. Target must make Save vs. Poison roll or take additional 1d6 damage. Each R.S. Monk knows has the following spells: Light, Detect Magic, Hold Person, Speak with Animal.
Jihl Ryder
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 9
Hit Dice: 5
Attacks: 3 (dagger or spell)
Damage: 1d4+1 (+1 dagger)
Save: C5
Morale: 10
Hoard Class: VI
XP: 912
Raven haired, voluptuous, and highly intelligent. Jihl Ryder is the beautiful head cleric of the abbey and leads other monks in their Xenomorph worship. Target of dagger strike must make Save vs. Poison roll or take additional 1d6 damage. She can cast the following spells once per day: Cure Critical Wounds, Detect Lie, Hold Person, Locate Object, Insect Plague, and Continual Light. She is also wearing a magical silver garter, high on her tan, smooth thigh allowing her to cast Charm twice a day.
Special Thanks to David Brawley from the Tower of the Archmage
Blogging & Editing
May 25, 2011
Extra! Extra! Read All About It!
May 24, 2011
My First Poll!
May 23, 2011
Creating Module Difficulty
Monster
|
Number of Module
|
Experience/Monster
|
Total Experience for Monsters
|
Dire Wolves
|
24
|
140
|
3360
|
Goblins
|
10
|
5
|
50
|
Wrights
|
2
|
110
|
220
|
Total
|
3630
| ||
Divide by 1500
|
2.42
| ||
Divide by number of PC’s (3)
|
0.806≈1
|
Monster
|
Number in Module
|
Experience/Monster
|
Total Experience for Monsters
|
Head Monk
|
1
|
912
|
912
|
Monk
|
21
|
49
|
1029
|
Xenomorph Drone
|
19
|
215
|
4085
|
Xenomorph Facehugger
|
29
|
158
|
4582
|
Xenomorph Queen
|
1
|
915
|
915
|
Total
|
71
|
11523
| |
Divide by 1500
|
7.682
| ||
Divide by number of PC’s (3)
|
2.6≈3
|
Adventure NA2: Death and the Lady
No. Enc.: 2d4
Alignment: Neutral
Movement: 150’ (50’)
Armor Class: 4
Hit Dice: 2
Attacks: 2 (bite, tail, or claw)
Damage: 1d8, 2d4, or 1d6
Save: F2
Morale: 7
Hoard Class: IV
XP: 215
No. Enc.: 1d4
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 1
Attacks: 0
Damage: na
Save: F1
Morale: 10
Hoard Class: III
XP: 158
No. Enc.: 1 (rare)
Alignment: Neutral
Movement: 180’ (60’)
Armor Class: 3
Hit Dice: 10
Attacks: 3 (bite, tail, or claw)
Damage: 1d10, 2d8, 1d12
Save: F7
Morale: 9
Hoard Class: XV
XP: 915
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: 1d4, poison
Save: C1
Morale: 7
Hoard Class: I
XP: 49
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 9
Hit Dice: 5
Attacks: 3 (dagger or spell)
Damage: 1d4+1 (+1 dagger)
Save: C5
Morale: 10
Hoard Class: VI
XP: 912
May 20, 2011
Aliens vs. D&D
No. Enc.: 2d4
Alignment: Neutral
Movement: 150’ (50’)
Armor Class: 4
Hit Dice: 2
Attacks: 2 (bite, tail, or claw)
Damage: 1d8, 2d4, or 1d6
Save: F2
Morale: 7
Hoard Class: IV
XP: 215
No. Enc.: 1d4
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 1
Attacks: 0
Damage: na
Save: F1
Morale: 10
Hoard Class: IIIXP: 158
No. Enc.: 1 (rare)
Alignment: Neutral
Movement: 180’ (60’)
Armor Class: 3
Hit Dice: 10
Attacks: 3 (bite, tail, or claw)
Damage: 1d10, 2d8, 1d12
Save: F7
Morale: 9
Hoard Class: XV
XP: 915