May 31, 2011

One Step Closer to LARP: The Warrior Dash!



I’ve never participated in LARP unless you count paintball. I have, however, watched with some fascination from the sidelines at several gaming conventions. Standing in line for coffee or a chance to meet Bruce Cambell, I see pockets of people in shadowed corners (which are easy to find in nebulous mid-west convention centers) obviously engaged in serious clan discussions. I’ve also watched several documentaries on live action role-play such as Darkon and Monster Camp. While, not the most professional and slick films, they do provide a unique peephole into an interesting world.

That said, this week I take another small step towards LARP by participating in the Warrior Dash in Columbus, Ohio. It’s 3.1 “hellish” miles of running through mud, over fire, and up and down hills with a steeper gradient than my basement stairs. Part of the entrance fee gets you a Viking helmet, t-shirt, and – so you can pat yourself on the back later – a medal. I’ve been training for several months and, while I don’t plan on actually winning, I do hope to stay afloat and burn-free. I’ll post an update Monday, if I’m not too sore. Be sure to become a follower to hear about the Orc's future exploits!

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.

Handle: Cassandra Malino
Gender: Female
Age: 22
Role: Rocker
Int: 7, Ref: 10, Tech: 6, Cool: 9, Attr: 10, Luck: 3, Ma: 6, Body: 10, Emp: 5/3, Run: 18, Leap: 4, Lift: 400
Armor: Head (1): 20, Torso (2-4): 10
Save: 10
BTM: -4
Skills
Special Abilities: Charismatic Leadership: 6
Attr: Personal Grooming: 1, Wardrobe & Style: 5
Body: Endurance: 1, Swimming: 1
Cool/Will: Streetwise: 2
Empathy: Seduction: 2/2, Persuasion & Fast Talk: 2, Perform: 5/15
Int: Awareness/Notice: 3/23, Composition: 2
Ref: Athletics: 2, Brawling: 5, Dodge & Escape: 8/21, Handgun: 8/13, Motorcycle: 2
Tech: First Aid: 2, Play Instrument (guitar): 5/13
Rep: 4
Current IP: 0
Humanity: 31
Cybernetics: Implanted Fangs HL: 3d6 Cost: 200, Smartgun Link HL: 2 Cost: 100
Lifepath
Style
Clothes: Black tight jeans, purple leather motorcycle jacket, stilettos.
Hair: Jet black, long, straight.
Affectations: Tattooes (circuitry on inner wrist)
Ethnicity: Asian/Caucasian
Language: English
Family Background & Motivations
Cassandra is part of a large family with loose crime lord ties. Both of her parents are living in Arcology City. She has four sisters; three younger and two older. Cassandra worships her youngest and is concerned about the family’s ties affecting her development. Cassandra likes the next youngest, but hates the other youngest. She hates one of her older sisters because she is participating more and more with her crime lord father. Cassandra is uncaring about her oldest sister, who moved off planet years ago.
Cassandra is usually friendly and outgoing, but values no more than her youngest sister. Constantly learning, Cassandra frequently downloads informative texts and encyclopedic entries rather than watching pop shows. She sees other people as tools used to advance her own budding career as a rock star. Her most valued possession is her Armalite 44; a weapon that has saved her life more than once.
Life Events
2015: Part of team that hacked local corporation offices, evaded capture.
2016: Cleared person falsely accused of rape in first solo adventure.
2018: Formed friendship with Zorbin, a high fashion designer with fingernail implants.
2020: Investigated Texan Simon Finch.
Gear
Kevlar t-shirt (90), nylon helmet (100), black jeans (40), Silverwear top (30), titanian bike stilettos (25), heavy pistol (80), light pistol (100), shoulder sling x2 (10), pocket comm (50), shin holster (20).
ED: 677
Weapons
Dai Cybermag: p/-1/p/c/1d6+1/10/2/url
Colt 200: p/0/j/c/4d6+1/8/1/vruh
Armalite 44: p/0/j/e/4d6+1/8/1/stvh
Monoknife: melee/+1/p/p/2d6/na/na/vr
Fangs: 1d6/3

May 27, 2011

Dice & Data

This is a simple spreadsheet I use when thinking about game mechanics. I find it's especially helpful when I'm tired and likely to make math errors (or, when I'm not tired come to think of it). Enter the number of faces and the number of die with which you're working in the first two cells. The spreadsheet will then calculate minimum, maximum, median, range and other possibly helpful landmark data. I've used this frequently while working on my new stand-alone game about angles, which I plan to release in about a month.

Note: I use this in Excel, but am trying to post it in Google Document form so that anyone can gain access and download regardless of what is or isn't loaded on your computer. If you find a glitch, please let me know. I've also linked it on the right-hand side of the blog, under "Free Digital Orc Products". Enjoy!

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

The Xenomorph Queen controls all Xenomorph Drones and Facehuggers. When in egg-laying form and well fed, she is immobile and can lay 1d4 eggs each day. Queens stand 15’ tall; have two pairs of arms, and a large cranial shield-like crest. Queens are territorial, each hive having only one. Once a hive saturates their habitat, the Queen will produce a Queen egg and detach a group of 3d12 drones and 3d6 eggs to create a new hive. If in egg-laying form, the Queen can detach from the ovipositor in 1d4 turns. When exposed to the air, Queen 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 20 feet of a Xenomorph Queen when she takes damage has a 25% change of acid contact. Any weapon which deals said damage is immediately rendered useless. Fire attacks deal double damage.

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


I often post game products and tools here on Digital Orc in first or second draft format. Therefore, there are plenty of logistical and grammatical errors in many of my posts. However, I always seek improvement, and was thrilled when a fellow gamer took some of his valuable time to provide helpful criticisms. Below is an abridged version of the feedback David Brawley from the Tower of the Archmage provided regarding my latest module, NA2: Death and the Lady. David's comments are bold and my response is italicized. Please consider all errors in this post my own and not David's.
My adventure became much better thanks to David who took the time to read my first draft. Such collaboration is one of the greatest benefits of running a gaming blog. Reading the productive and constructive dialogue between two gamers below is another worthwhile and positive post in a factious blogosphere too often full of unproductive vitriol. I look forward to future collaborations with both David and all of you. Enjoy!
I really like the idea of including xenomorphs as D&D monsters. They definitely fit, though due to their acid blood they'll be much tougher than their HD would suggest. I'm glad their XP reflects this! I am curious about why the queen has such a significantly higher chance of spraying her blood on to the PCs and at a much higher range? I get that she's 15' tall, but 50% chance against everyone within 20' for an automatic 3d6 damage? Ouch! Even allowing a "shields shall be splintered" house rule, that's just nasty.
You're right. I decreased acid range for both Drone and Queen. I also reduced the damage dice pool by one; from 3d6 to 2d6. I also decided that fire does double damage.
The intro describes this as an abbey on the outskirts of town. Did no one in town notice that the ancient abbey suddenly had a couple of dozen people inhabiting it? Or is it well beyond the outskirts of town?
Added clarifying information in introduction.
The start of the adventure finds the PCs locked in a room with 3 facehugger eggs, and I presume no weapons? That's not going to go well. Also, I think it's a secret door, not a secrete door on the floor. Also, you describe the room as circular in the intro, and show it as square on the map and room description.
I was assuming PC's had weapons and method of opening locked doors. See introduction for re-write in which I slightly change the situation to accommodate your valid points. In my first draft the room was circular, I later changed it (typo). "Secrete" was another grammatical error.
Room 2 - Which door has hold portal cast on it? Also, who's going around casting hold portal on all these doors? Seems odd to spend all that time casting temporary spells on doors.
I was thinking "hold portal" would be a monk's job to keep the doors sealed and intact so Xenomorphs don't escape. Decided to re-skin doors with Xenomorph armor.
Room 3 - The lever opens the trap door in room 2? What trap door? Do you mean the one in room 1? If the PCs are locked in room 1, and the only way to open the secret door is via the lever in room 3...
I meant room 1.
Room 4 - There should be an alter or something in front of the door leading to rooms 1-3.
You're right.
Room 5+6 - Which is the library? Is there anything in the library about the xenomorphs? Also, a clerical spell book?
I should have re-skinned my clerics altogether, but instead made a weird combination of clerics with spellbooks. Good idea on Xenomorph book. Replaced spell book with xenomroph book.
Room 7 - The only room with a window?
Added windows to room 5.
Room 8+9 - Kinda boring really.
Yep, they are. But with new fire weakness, chopped wood may be of extra value.
Where is the PC's equipment kept?
Fixed in introduction.
Cavern
Room 1 - Heavy iron bars... that haven't been melted away?
Good point; I unlocked and reskinned door with xenomorph armor.
Room 3 - aka Death Trap. I'm guessing the xenomorphs have no trouble fighting in such conditions?
Correct; "They're coming outta the walls!"
Room 7 - Would be more useful as room 1 or 2. Also potions/scrolls of acid resistance
Good idea.
Room 9 - Why would anyone ever go here?? What's the point of having an exit blocked by tons of fallen rock? How does that help the adventure?
My attempt at some railroading.
Monks - Armed with poison daggers... ok. Is the poison a single shot, multiple use, or permanent? Single HD creatures with 4 spells?? Also, speak with animals? Why?
I thought the monks could speak with the Xenomorphs in some way, or at least think they can. I made the poison permanent in the description. I know 1HD doesn't equal 4 spells... oh well, it's unbalanced.
Jihl Ryder - Magic poison dagger, ok. No armor? Why is she wearing a bracelet on her thigh? Also, 3 attacks?
I wanted her to show a little skin and the amour got in the way. Also, it's night and she's doing a little reading prior to bed (probably back issues of Penthouse Forum), so even if she has armor (maybe some cool modded Xenomorph amror, she wouldn't have it on... or would she?) She's wearing a bracelet on her thigh because I wanted to write "high on her tan, smooth thigh". I gave her 3 attacks, again I know it's unbalanced, because I wanted to counter her low AC.
Do they worship the xenomorphs? Why do the xenomorphs care? Seems like it might be 2 separate adventures that could have gone together like chocolate and peanut butter, but didn't, at least not without more work.
Maybe that will be a follow-up. You want to do it as a joint product?
Final Thoughts - With a little bit of work I think this could be a really nice adventure. I would redraw the abbey map to have it work better, tighten up the story, and give the PCs a fighting chance. As it is, this is a TPK multiple times over, and very much a rail road adventure.
The maps are rough. I may improve them in the future. It'd be cool to have a Xenomorph-themed border on each page, too. The changes above certainly give the party a better chance of survival. It's not a railroad, though. It's an express elevator to hell. Going DOWN!

May 25, 2011

Extra! Extra! Read All About It!


Way back before anyone heard of “the web” and “facebooking” someone got you a detention, I used fake newspaper articles in the games I ran. I took the game highlights and important salient information from each session and boiled it down into a single column newspaper article. I gave it a catchy headline and byline and ran copies for all the players to read before the start of the next game. Anytime you give players something to hold, they like it, but it’s also a great way to keep everyone up to speed in a fun way.

Additionally, this format would work for nearly all genres. Games in a modern setting can use this format I mentioned above. Science Fiction games could create a data slate image with a futuristic font, or something along those lines. Fantasy games could resemble a scroll with a font that resembles quillwork.
With current technology and game masters using the internet to do this and more, I’m not sure there is still a place for this technique. If there is, it’s because of the benefits from having a concrete manipulative in player’s hands and a certain nostalgic charm that comes from the image. This website will make your newspaper column resemble an old school clipping. It’s what I used for this post. Enjoy!

May 24, 2011

My First Poll!


I put my first poll up on Digital Orc a week ago, but did not create an introductory post. Many gaming blog readers, like myself, use feeders or Google Reader to keep up on posts, and may have missed the poll altogether because it's embedded in the blog and doesn't carry over into post updates. It makes sense to write up a brief introduction and rationale.

Cyberpunk is an interesting sub-genre in gaming, literature, and film. While it's most strongly associated with literature, recent Shadowrun developments and the popularity of gaming cyberpunk posts on this blog lead me to think about it from different angles. I need your input, however, to form a better picture of where cyberpunk stands in the gamer's perspective.

I plan to leave the poll open until June 20th. At that point I'll not only post the results, but re-write my mini-thesis on cyberpunk to accommodate reader input. You can find it on the right-hand side of the blog. Thanks!

As a sub-genre of science fiction, cyberpunk is...
-Dead and/or largely irrelevant.
-Less relevant and popular each day.
-Somewhat relevant and popular.
-Increasingly relevant and popular.
-Tremendously relevant and popular.

May 23, 2011

Creating Module Difficulty

Several months ago I wrote a brief post questioning how adventure module difficulty was determined. I mentioned that, in some cases, authors posit conflicting methodologies, even in the same text. Because I’ve been creating a series of modules on this blog, this has been a nagging question. While I haven’t found a historical answer, I have created my own solution. I have not created this algorithm, or others, because I disapprove of the published version. I did this out of enjoyment and exploration. I’m sure there are plenty of flaws in my thinking, but it was fun.
d=x/1500(n)

To determine module difficulty (d), add experience points of all monsters likely encountered (x). Divide by 1500 and n, where n is the number of player characters. Always round the quotient up to determine the recommended number of levels for each character. If the number encountered is given as a dice roll, use the median number of monsters encountered because median will work effectively for both single and multiple rolls (bell curves). For example, if players encounter 1d6 zombies, use 3.5 as the median, (6-1)/2+1=3.5. If players encounter 2d4 Dire Wolves, use 5 as the number encountered, ((2*4-2)/2)+2=5.

Example 1: Say a module has 24 goblins, 10 dire wolves, and 2 wrights. This module would have a difficulty of 1.21 levels which translates to 3 first level characters.

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

Example 2: In my module NA2: Death and the Lady, there are a total of 11,523 experience points possible for the sum of monster encounters. This creates a module difficulty of 7.682 levels. Divide the difficulty by the number of players. Death and the Lady, therefore, has a difficulty of 7.682 levels which translates to 3 third level characters.

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

(-)This is quite a bit of work for questionable returns. The Game Master (GM), in preparatory reading, will form a sense of difficulty without the need of an algorithm. Also, as GMs modify modules, both before game play and during, the difficulty changes quickly. Such changes would make this method largely unnecessary. This method also fails to account for non-monster factors that affect difficulty. Factors such as traps and other hazards can make a game far more difficult than this method would suggest.

(+)On the plus side, if you’re comfortable with spreadsheets you could use this method fairly quickly by creating a new column in a comprehensive monster spreadsheet (you can see the one I made for Labyrinth Lord here) and the spreadsheet could auto-calculate a difficulty quickly. The GM could skim through the monster lists and tally the encounters and include the formula above.

Adventure NA2: Death and the Lady

Note: Last week I created some Xenomorph stats, so today I'm releasing a single adventure using the dangerous creatures and the free maps I posted earlier. The entire adventure is also available in PDF on the upper right-hand side of the blog. The PDF version has pictures and maps. 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 town. 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 circular room furnished with three tables. One each table is a fleshy egg-shaped object. As you sit up, you notice they pulsate and slowly open at the top.

The Church
1. A Spartan rectangular room. Three stone tables with leathery egg-like objects on each table. North door heavy iron securely locked. Hold Portal cast on door. Secrete door in center of floor open to steep descending steps.
2. 30’ stone hallway lit by one torch on either side. Slight blood smears on door. Western door light wood, padlocked. North door heavy iron securely locked. Hold Portal cast on door.
3. 10’x20’ room. Gigantic lever attached to machinery set along South wall. If character pull lever, they hear and feel a rumbling. The lever opens the trap door in room 2.
4. Gigantic main hall of abbey. Rows of wooden pews are arranged around four marble pillars. There is a strong odor of incense and several large flame braziers provide a flickering light. The arched ceiling is lost in shadow. 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. 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 and silk robes. Third chest contains preserved Xenomorph Drone skull and spell book (roll 5 times on Cleric spell list).
6. Lower monk study chamber and Abbey library. Shelves and desks fill the room. Several desks have lit candles. 1d8 monks read at desks. Eastern door light wood and unlocked.
7. Monk dormitory. Bunks line North and South walls holding 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 heavy iron gate leading into cavern locked with Hold Portal spell. Blood and gore splattered on floor.
2. Cavern opening with two tunnels leading South. Gore, clothing, and a melted short sword on the ground.
3. Long, narrow (5’) and low-ceiling (4’) corridor. 4 (2d4) Xenomorph Drones hide in 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. 4 (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. Four scrolls found, each hold a single cancel Hold Portal spell.
8. Wide tunnel (5’). 4 (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. 4 (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 3 rounds with anything, including metal or leather, in which it comes in contact. Any character within 10 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.

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.

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
The Xenomorph Queen controls all Xenomorph Drones and Facehuggers. When in egg-laying form and well fed, she is immobile and can lay 1d4 eggs each day. Queens stand 15’ tall; have two pairs of arms, and a large cranial shield-like crest. Queens are territorial, each hive having only one. Once a hive saturates their habitat, the Queen will produce a Queen egg and detach a group of 3d12 drones and 3d6 eggs to create a new hive. If in egg-laying form, the Queen can detach from the ovipositor in 1d4 turns. When exposed to the air, Queen blood become a highly corrosive acid, dealing 1d6 damage per round for 3 rounds with anything, including metal or leather, in which it comes in contact. Any character within 20 feet of a Xenomorph Queen when she takes damage has a 50% change of acid contact. Any weapon which deals said damage is immediately rendered useless.

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 poison 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 fascinated with death. 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 bracelet, high on her tan, smooth thigh allowing her to cast Charm twice a day.

May 20, 2011

Aliens vs. D&D


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 3 rounds with anything, including metal or leather, in which it comes in contact. Any character within 10 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.

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.

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
The Xenomorph Queen controls all Xenomorph Drones and Facehuggers. When in egg-laying form and well fed, she is immobile and can lay 1d4 eggs each day. Queens stand 15’ tall; have two pairs of arms, and a large cranial shield-like crest. Queens are territorial, each hive having only one. Once a hive saturates their habitat, the Queen will produce a Queen egg and detach a group of 3d12 drones and 3d6 eggs to create a new hive. If in egg-laying form, the Queen can detach from the ovipositor in 1d4 turns. When exposed to the air, Queen blood become a highly corrosive acid, dealing 1d6 damage per round for 3 rounds with anything, including metal or leather, in which it comes in contact. Any character within 20 feet of a Xenomorph Queen when she takes damage has a 50% change of acid contact. Any weapon which deals said damage is immediately rendered useless.