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Viewing 1 - 20 out of 24 Blogs.
Hello all, and welcome to the contest forum update. first off, I'd like to thank those hardy souls who have participated in our contests to date. Next, I'd like to thank BLAMM67, our resident technomage for untangling the permissions the other day and getting me all set up to do the things I'll be doing to keep the contests coming. If you get a few minutes, surf on over to the contest forum and have a quick look at the entries for the August contest: Computer Desk Confusion. Then cast your vote for the most cluttered computer desk. The voting will be open until the 30th with the winner being announced on August 31st. Good luck to everyone. If you have an idea for a contest, please let me know. Thanks!
Tags: Contest Vote Forum
Hello all! I need some advice on pulling together a game idea for my son and his buddies (yes, I'm trying again, but this time with my own story line). I was sharing a pint with Captain Khel when she reminded me that she had an unexplored plot hook in her background. So I took a closer look and blew the dust off of it and decided to run a dwarf game for my dwarven fighter son (no, really, he is! Just ask anyone who knows him). The plot hook was this: during her time as a gladiatorial slave in the arena, Khel had trained with (been trained by) a dwarf who claimed to have been framed for some crime (either she never told me what it was or she didn't know) and somehow ended up sold into slavery in the arena. He died before his time was up and Khel never had the opportunity to help uncover the details. (Check her background blog; it's probably mentioned there.) Fast forward five years, to the pint sharing referred to in the first paragraph. I'm planning on running a dwarf game for my son and his friends. How do I set up the quest? I guess what I really want to know is this: Does anyone know of a crime that dwarves would feel was heinous enough to banish one of their members and strike his name from the records? On top of that, the dwarf was later sold into slavery (probably through trickery & lies). So I'll need to uncover that as well (related to the first frame up perhaps?). And maybe a few suggestions for encounters? I'll be running four third-level dwarven characters (fighter, cleric, bard, wizard) in a 3.5 game. The players will be teeenage boys with varying levels of experience, but to my knowledge no complete newbies. I'm not a terribly experienced GM, but I've run for teens before. I just need the initial setup & I can run with it from there. Any advice would be appreciated. Thanks.
Tags: Dnd Gm Dm Advice
Just sitting here pondering the difficult task of getting and staying (a) motivated and (b) organized. Sigh. I have lots to do, but sometimes I feel like a jumping bean going from project to project, thing to thing and not finishing them or not doing them well because I have too many darned things to do.
I need to go do some of those things now. Thanks you for reading. You may now return to whatever it was you were doing before I interrupted.
Dragons . . . really. What was I thinking? Get in, get out, make a little money on the side. How hard could it be? Of course, I didn't know there were going to be dragons when I started out with all this . . . Perhaps I should start at the beginning.
I was perusing the local paper, checking through the classifieds and there it was. "Immediate opening: Assistant, part-time. Must be pleasant, detail-oriented, and organized. Salary negotiable." I needed a little extra cash, so I called. The woman who answered the phone was nice enough. I asked if the position was still open, how many hours per week it might entail, and what some of the duties might be. You know, all those job seeker-type questions. On the surface, the job sounded great. It wasn't a lot of hours. Maybe one or two a week. Part of the job entailed event planning, but nothing more than making a few phone calls or writing a few em-mails to confirm details for events that had already been planned. Occasionally, I may have to come up with ideas for new events, but I thuoght I could handle that. There might even be a bit of light bookkeeping involved. Again, it didn't seem like a difficult position. So, I set up an interview.
Oops, have to run! The boss just called and I need to go take care of something. I'll write more a little later. When I have time.
Tags: Dragon
Not much to say at all. Thinking a bit about game, and the fact that I don't currently have one. Sigh. I really miss the in jokes, the rattle of dice on the table, the laughter, and most of all the really great stories that were built together. I miss you guys!!!!! And my characters, some of whom will show up in other blogs, but here I'll reference Lina Thorndale, halfling ranger and Khelendra Seasweeper, human pirate.
Notably: "Thud, you need a bath." (Thud is a half-orc barbarian and the reason my characters always carry soap)
"Hey, Bony Face." (directed at Szass Tam himself, boy were we lucky not to get zapped into ash)
The rogue was our moral compass.
The barabarian was our diplomat.
Lina traveled with PC's nicknamed General Confusion, Captain Chaos, and the Evil Mage.
"Short woman, sharp pointy object." (Lina has quite a temper.)
"But it was such a lovely party." (Through the cursed looking glass)
"No you may NOT have alchemist's fire!" (after Capt. Chaos had yet another fire-related incident)
"Stupid, tall , male, pointy-eared FREAKS!" (the reason most of my characters really dislike elves were the elves in the first party I ever adventured with)
The time the docks in Skullport almost burned due to one of the elves ranted about in the previous line. Lina's distraction would have worked much better.
Coming late to game to be faced with "You're in chains in the throne room at Silvery Moon. You've been arrested because one of your party members fireballed the high forest." (And said party member was an elf. From Silvery Moon.)
Lina jumping up on a table in a tavern and throwing a punch at Baelifan. Damned elf had interfered in her love life one too many times. Later, Thud tossed him a horse trough & the elf nearly drowned. (His lute was water damamged and since Lina felt guilty about it, my characters now carry water-proofing.)
Losing six of four plot-line characters. (Don't ask)
The mix-up about Khelendra and the slave-trafficking incident.
Khel getting hit in the BACK-SIDE with an arrow by friendly fire.
Khel later killing the party member who had shot her in the ass. (THAT was satisfying, but costly & horrific. Khel still has nightmares.) Never mind that there was a spell involved.
Lars & Sven. Khel may mention them at some point, but it isn't my story to tell.
"Let's attack the mindflayer!" (Lina had enough sense to step back into the alcove and push the button to escape.)
On entering a tavern "I identify all the exits and identify the most attractive non-party members in the room." (Khel has quite the wandering eye.)
There was lots more, too. But I think that's enough self-pity for one night. Some of these stories may end up in more expanded form in future blogs. Thanks for letting me ramble.
Tags: Adventure Memories Game
When I arrived here today, I first noticed we had spiffy new banner ads. Ads for my favorite cons went scrolling by and then it happened. There was real advertising. From outside sources. This is so cool. It means this is a "real" website. Of course, I thought it was real before, and this is very very cool. But I have to admit, I'm sort of mourning the loss of "Annoying text here." It was a tongue-in-cheek way of acknowledging that ads would appear in the future and it was funny. But the future has arrived . . . I hope it's as cool as we want it to be.
Tags: Site Changes
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Uni-Con
Posted On 04/27/2008 13:02:21
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Yesterday I had the opportunity to attend Uni-Con, a sci-fi/gaming/anime con at Franklin Pierce University in Rindge, NH. The campus is very nice; I'd never been before, but it's hilly (my legs protested a time or two).
This is recontrsuted from my notes and any inconsistencies are my own. I went to a couple of very cool panels. One, presented by author and editor Jeanne Cavelos, was called "One mother, two fathers: The history of science fiction." Actually it was pretty fascinating, but a little scholarly for my first event of the day. I took a few notes and learned that in 1817, Mary Shelley invented science fiction with the publication of Frankenstein. It was interesting to note how much Frankenstein overlaps with other genres, including Gothic literature. Next, in 1863, Jules Verne introduced what is usually referred to as "hard" science fiction (with more science content and explanation) with his novel Five Weeks in a Balloon. a story of how the exploration of Africa could be undertaken by air. It becomes science fiction in that use of current technology (hot air balloons) is expanded to either help or threaten mankind. Isaac Asimov and Michael Crichton would be examples of a contemporary authors that do this. In 1895, HG Wells took the adventure tale and the tale of wonder from the the realm of the fantastic to the scientific with the publication of The Time Machine. His works center less on hard science and include elements of what is commonly called "romantic" science fiction. In romantic science fiction, the emphasis is on the story and the characters rather than the gadgets. The scientific premise is introduced and usually glossed over or not well-explained and then becomes a part of the story. In The Time Machine, the story is about the implications of class in society and the possible impact on the future. The futuristic setting allows the extreme case to be examined and perhaps provides the reader with a fresh perspective on the present. Star Wars is a very good example of romantic science fiction. There was more information about the characterisitics of science fiction, types of science fiction, as well as a mention of the difficulty in defining literary genre and a brief conjecture as to why science fiction readership is on the decline, but I think I'll stop here.
I wandered about, checked out the vendors, looked at the board games (Cat-opoly!), and as it turns out, I missed Orc & Pie, which I really really wanted to play (never played before) .
I went to a panel entitled "The Science of Star Wars" and found out that energy weapons are possible, but maybe not in the way that we see them onscreen. Also, there is a possibility that hovercars could happen! There's science in there. I promise. I found out that plasma will form a beam, but only to a point, then it wants to form a sphere and is attracted to metal. I found out that it's theoretically possible to form a laser sword, but that in limiting the length of the beam, you may cause other problems. I also learned about surface and ground effects and how that informs lift, thrust, and propulsion in traditional hovercraft and vehicles that get more lift than that.
Following this panel, I had considered attending the keynote address by Walter Koenig, but as he was running late due to travel issues, I wandered up to check out Wildside Gaming where I spent the rest of my afternoon. I later heard that the address was excellent and while I enjoyed the game, I'm sorry I missed it . . .
Wildside Gaming . . . very cool system. Easy to learn, fun to play. Our village was attacked by mimes (yes I know it sounds silly, but think about it. It's actually kind of creepy.) and we had to track down the culprits. We had a blast tromping about and not really solving things. But we did storm the castle, beat up some guards, killed a few of them, had a few drinks and attended a cool party.
All in all, a very fun day, with interesting people, doing stuff that I enjoyed.
Tags: Con NH Sci-fi Gaming
For some reason, any time a woman goes to sea, some man feels he must speculate as to why. As if the freedom of the waves, the promise of adventure, and the opportunity for great welath don't apply to women. Idiots. I love the sea. The swell of the deck beneath my boots, the wind in my face, the screams of the gulls, the exultation of sunrise, the extreme overwhelming force of a storm. It's what I live for, and the gods help any man who keeps me from it.
Although I suppose, in a way, Stedd had it right. I was a simple girl with thoughts of love and marriage and maybe a shop and children of my own. All within sight of the sea of course. But that changed when my mother remarried. And so it was that I left home at age 14 to escape a lecherous drunken stepfather. May his soul rot in the darkest bowels of Hell. My mother begged me not to go, but I couldn't bear it any longer. I regret leaving my younger brother behind.
For five years I sailed under Captain Storn Bloodsea aboard the Dragon Scourge Redbones. Tymora smiled upon us. Bloodsea was a good captain; I learned much on those journeys. After his retirement, I returned to Westgate with the small fortune I had earned at sea. I found that my brother had been killed trying to "liberate" some goods from a well-protected warehouse. Soon after, my mother fell ill and died. My stepfather was, unfortunately, still alive. I changed that. And with nothing to keep me in Westgate, I carefully concealed my fortune and returned to the sea.
I was not as lucky in my next choice of berth. For six months I sailed aboard the Larythilar's Treasure under the command of Captain Evendur Greycastle. We put in at Ilipur for supplies. The day folloing our departure, we ran afoul of a lawful merchant ship and taken prisoner. Our captain and some of the more infamous crew members were hanged. The rest of us were sold into slavery.
By Tymora's grace, I ended up in the slave pens at the Quivering Thumb arena. Aside from the fact that I was once again in Westgate, it wasn't as horrific as it could have been. My survival was due in great part to my "adoption" by the dwarven slave I knew only as Barendd. He was killed in the arena about seven months after my arrival. He would have been free had he survived a few weeks more. I hope someday to find the man who was responsible for Barendd's imprisonment. I know few of the details, but Barendd swore he was innocent of the charges. I believed him; Barendd was an honorable dwarf. If I learn the name of his accuser, I may be able to restore Barendd's good name.
On winning my freedom, I learned that one of my former shipmates was responsible for my enslavement. It seems that while we were in Ilipur, a merchant caught Darvin Falone in bed with his youngest daughter. In exchange for his miserable life, the traitorous swine gave up the entire crew. The merchant made quite a pretty penny on the deal. In an interesting twist of fate, that merchant was somehow sold into slavery himself.
It took me quite some time to track down that miserable cur Falone. My plan had been to rob him of his freedom as he had robbed me of mine. Eventually I learned he had taken work on the caravans; I think he thought that I would never look for him on land. Fool. He had no idea how committed I was to finding him.
Now off with the lot of you. I'm for one more pint and the company of that gentlman yonder. Catch me another night and mayhap I'll tell more of this odd tale.
Tags: Pirate Character Captain
For those of you who wonder about my screen name . . . and for those of you who were there. This bit was taken from the journals of a ship's carpenter named Stedd Amblecrown.
Captain Khelendra Seasweeper wasn't always a sea captain. Once, she was a young girl who loved to sit on the quais of Westgate and look out on the waters along the Dragon Coast and dream of escape. She'd occasionally pilfer a loaf of bread from the neighborhood baker and feed it to the gulls. Their raucous screams spoke to her of faraway places and the strong clean beauty of their flight made her long to follow them.
When I first met Khel, she was 21 years old. She was as bright as a tequila sunrise and twice as deadly. Khel had long, black, curly hair pulled back from her face with a black ribbon. Her coat was a bright peachy orange trimmed out in dark rose. Her leather pants were the color of the deepest night sky and the gloves & high boots she favored were a silvery-blue. At her belt hung her precious telescope and although I couldn't see them, I knew she kept more weapons than the dagger and rapier at her waist. She walked everywhere with a swagger that challenged anyone who cared to look.
As for me, in those days I was no more than a deckhand. I was still more boy than man and more than anything I wished she'd turn her roving eye my way. Such a fine woman. She had a knack for knowing all the back exits to rough places and an appetite for strong drink and handsome men. But there was more to Khel.
The tattoo was unexpected. I caught sight of it one day while on duty with her aboard Umberlee's Thrall (the name later turned out to be an ill omen, but Khel had moved on by then). On her arm it was. A set of manacles. The upper one was open and the lower closed. Khel caught me looking and told me it was a reminder of a promise she'd made. I later learned what it really was. I've seen very few of those tattoos since those who wear them must earn them fighting as slaves in the pits at the Quivering Thumb arena. That manacle tattoo is indeed a reminder. A reminder of slavery and hard-won freedom. All slaves are marked with the lower manacle. Only those who survive a year in the pits live to complete the pair and walk away free.
Shortly thereafter, Khel left the crew of Umberlee's Thrall and it was many years before I saw her again. This time it was on the docks in Waterdeep itself. Imagine my surprise to hear that the captain of the Merry Marauder was none other than Khelendra Seasweeper herself. Her swagger may have been the same, but I could tell the captain had seen her share of rough seas.
Tags: Pirate Captain Westgate
. . . awakened to the sound of pebbles against my window. I opened it to see Nathaniel staring up at me. “Hurry! There isn’t much time!” “What are you talking about?” I was worried my father would hear . . . he’d punished me severely the last time he caught me sneaking out to spend time with Nathaniel. “They’re coming! Hurry!” Thinking he meant my parents, I hurriedly dressed, arranged the pillows under my blankets, swung out the window and clambered down the ivy, just as I’d done dozens of times before.
Nathaniel grabbed my hand and pulled me back into the trees. “Wait here.” “What . . .?” “Shhh! I’ll be right back.” He kissed me quickly. “Just stay put. No matter what happens, remember I love you.” He headed back towards the house.
When he was halfway there, a dozen mounted men rode up. He turned. “Sir. All present and accounted for.” The leader leaned over in his saddle. “Really? It’s a good thing I’ve been having you watched, boy.” He nodded and two men dismounted and grabbed Nathaniel. “What are you doing?” “No one betrays me, boy, and lives.” He nodded towards the woods.
Suddenly, two men grabbed me from behind. I screamed and struggled as they dragged me from the woods. “Unavar!” Nathaniel screamed and pulled against the men holding him. “I’m sorry!” “Yes. You are.” The leader agreed with him and dismounted. He nodded to the men holding him. One of them drew a knife and cut Nathaniel’s throat. As the leader passed through the torchlight, I recognized my uncle Anwer.
My father appeared at the door. “What’s all this racket? Anwer! What is the meaning of this? Release my daughter at once! You have no right . . .” He never finished his sentence. Anwer approached my father and deliberately ran him through. The leader turned to the men. “Take these papers. Leave them in his study. Kill everyone inside. Then destroy the place as we discussed. I have to compose a proper funeral speech. As for you, my dear niece . . .” He walked over to me. I could see my father’s blood dripping from his sword. He raised his weapon and ran me through. The last thing I saw was him mounting his horse and riding away. That bastard! How could he? My family!
I awoke to hear the men muttering and the stomping of their horses. “He’s not going to like this.” “Why tell him?” “Does he really have to know?” “I won’t tell if you won’t.” “I’m sure he’ll find out somehow.” “Well then. When he does, let him figure out what to do about it.” I passed out again.
When I came to, I dragged myself over to Nathaniel. There was blood everywhere. I staggered away to vomit and then carefully made my way to the house. My father lay dead across the back steps. Inside, the house was a complete shambles. And so quiet. I stopped in the kitchen to grab a tablecloth to bandage my wound. Wandering through the house was like a nightmare. Upstairs, there was blood everywhere.
I found Erivor and Ralf, daggers in hand, in the corridor in front of the girls’ door. Though only eight and ten, they had tried to fight. Inside the room I could see where Andra and Senalia had been hacked apart trying to escape. I found Branal in the back of the closet. Her favorite doll was tucked up in her arms. Her throat had been cut.
My mother was down the hall in my parents’ room. She’d been tied to the bed . . . I approached slowly. “Unavar.” I thought I’d imagined it. ”Mother?” “Unavar. The children. I couldn’t save the children.” “Hush, mother.” “What . . .?” She never finished. I untied her and made her as peaceful as I could. I went back and did the same for the children. They were so limp, so fragile. I took Branal’s doll with me. I remember when she received it. She’d be so upset to see it covered with blood. I stopped to try and bandage my wound more closely and nearly passed out again.
I went down the hall to my brother Vorek’s room. I dreaded what I’d find. The furniture had been tossed about, but there was no sign of Vorek. I went to the window. It was unlocked. I knew that he, too, must have gone out. My room was torn apart as well. The bed had been hacked to pieces and my belongings were strewn everywhere. I resolved to wait for Vorek. But first, I went around collecting the items I’d take with me.
Mother’s gold necklace, my journals, my dagger, the ring Nathaniel gave me last spring. I hadn’t told anyone except Vorek. Mother and father thought I was too young to be married, so I couldn’t wear it openly. I guess that didn’t matter anymore. I left my longsword. I’d take father’s from the study. His was a much better weapon.
I went to the study. There were books everywhere and father’s desk was open. Ink had spilled across the papers. It appeared as though the men had been looking for something. Then I remembered what Uncle Anwer had said and I looked at the desk more closely. There were several papers carefully placed on top of the ink-spattered mess. I read through them. They appeared to be details of a plot to overthrow the local governor. I knew they had been planted there to frame my father, but I didn’t know why. I placed them in my rucksack and went over to the fireplace. I knew father kept money behind a loose brick in the hearth. I pulled out the brick and removed the gold and the papers there. I’d go through the papers later. I grabbed father’s longsword and crossbow from the study closet. I also picked up all the crossbow bolts I could find. It was getting late; there wasn’t much time until dawn. I made myself go back upstairs to Vorek’s room. I packed some clothing for him, found his sword and shield, threw on a warm cloak, and headed back outside. I stopped by Nathaniel’s body, clipped a lock of his hair, and removed the belt pouch I’d given him. I settled into a spot where I could see Vorek’s window and waited for him to return.
Shortly before dawn, I spotted my twin creeping up to the house. I called to him softly. “Vorek. Over here.” He approached carefully. “Sis, what are you doing out here? If Dad catches you again, there’ll be hell to pay.” I said. “Oh, Vorek. That’s the least of our problems.” Crying, I quickly filled him in on the events of last night. He insisted on going into the house. I couldn’t make myself go in again. When he came out again about 20 minutes later, we took two horses from the stables and left. We’ve been on the move ever since.
Tags: Character Background Plot Bunny Adventure
I was poking around in some old gaming files and came upon some background I'd pulled together for a character in GURPS game I used to play (irregularly). Thought I'd dust it off and post it here. I might even have more to add.
Background information: Unavar Darkraven is 17 years old, the daughter of a weaponsmith. She lives just outside town with her family. She and her twin brother Vorek are inseparable. Growing up they trained together. Unavar is better with a crossbow; Vorek is better with a sword.
Tags: Charater Sketch Background
What's the best tuna? Chicken of the Sea. Is it chicken or is it fish? Well the answer in this case is YES. As I recall, this was inspired by a drawing of an odd fish in a sourcebook. I find it rather amusing . . . hope you like it. SEA CHICKEN Small aquatic animal HD: 1d10+1 (Average 6hp) Initiative: +2 Speed: Swim 30 feet AC: 14 (+1 size, +3 DEX), Touch 14, Flat-footed 11 BAB/Grapple: +1/-6 Attack: Bite +3 melee (1d4-1, min. 1) Full attack: Bite +3 melee (1d4-1, min. 1) Space/reach: 5 ft./0 Special attackes: Improved grab Special qualities: Glide, low-light vision Saves: Fort +2, Reflex +4, Will +0 ABILITIES STR 8 DEX 16 CON 12 INT 1 WIS 11 CHA 6 Skills: Spot +4, Swim +7 Feats: Weapon finesse Environment: warm salt water Organization: Flock (5-20) Challenge Rating: 1/4 Treasure: none Alignment: neutral Advancement: 2-4 HD (Small) Level adjustment: none Sea Chickens are oddly graceful creatures approximately 3 ft. long. They have a long "neck" and an oval head ending in a beak-shaped maw lined with pointy teeth. Sea Checkens have broad, wing-shaped fins that allow them to leap into the air and glide for short distances. Sea Chickens tend to be bluish-silver to greenish-gold in color. They get their name from the crest on their heads and their tendency to flop about after beheading. Sailors like to cook them up in a variety of dishes, claiming they taste like chicken. Sea Chickens eat floating sea grasses and small fish and they can leap from the water to catch insects. Creature created 10 November 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: D&D Monster Fish Chicken Sea
Okay. I'll admit to bouts of insanity. Really. I didn't HAVE to go haring off on one more shopping adventure. I didn't HAVE to eat that pint of Haagen-Dazs all by myself. I didn't HAVE to finish one more glass of rum. . . . and I didn't HAVE to go along with one more of Dari's really incredible ideas. But you know . . . some crazy how or other, it just seemed like a good idea at the time. Still does. That's the problem with being the other half of your best friend's brain. You get all caught up in the cool factor and the reality factor kinds flies out the window. I do acknowledge the good aspects and I do acknowledge that there will be lots of really late or almost sleepless nights involved in making it all work, and that can be bad, but I always throw myself under the train with enthusiasm. So, girl, here you go again. Let me know what needs to be done and I'll squeeze it into my to-do list and it will be better (and worse) than we can possibly imagine at this minute.
I think Dire Fireflies came about as the result of a conversation with my sons. We were obviously being whimsical, but a bit of whimsy is a good thing in a creature, don't you think? The info on the spell Flare comes right from the PHB. DIRE FIREFLY Tiny vermin HD: 1/4d8 (1 hp) Init: +1 Speed: 20 ft. Fly 50 ft. AC: 14 (+2 size, +2 DEX), Touch: 14, Flat-footed: 12 BAB/Grapple: +0/-12 Attack: none Space/Reach: 2.5 ft./0 ft. Special attack: none Special qualities: Darkvision 60 ft., Mindless, Flare 30 ft. Saves: Fort +2, Reflex +2, Will +0 ABILITIES STR 1 DEX 15 CON 10 INT none (Mindless) WIS 10 CHA 2 Skills: Spot +5, Survival +1 Feats: none Environment: Temperate plains & forests Organization: Colony (6-12) Challenge Rating: 1/8 per firefly Dire fireflies tend to be peaceful creatures flashing their lights in the dark. If disturbed or startled, the dire firefly will emit a bright light as the spell Flare (PHB p. 232) which burts in fron tof the disturbing creature. That creature is dazzled for one minute unless it makes a successful Fort save (DC 12). The DC of the Fort save increases by +2 for each dire firefly that Flares. Sightless & already dazzled creatures are unaffected. Creature created 23 June 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: D&D Monster Firefly Insect Dire Vermin
These pigs are quite silly. I think they came about because most of my monsters are obviously magically created, and this one was created as a result of unrequited love. I can imagine them being a plot hook or a tavern story that turns out to be true.
I can't find an entry for pig in the MM and can no longer recall what animal the stats are based off.
FLYING PIGS
Medium animal HD: 3d8+12 (average 25 hp) Init.: +0 Speed: 30 ft., Fly 40 ft. AC: 14 (+4 natural), Touch 10, Flat-footed 14 BAB/grapple: +0/+1 Attack: none Space/reach: 5ft./5ft. Special attacks: none Special qualities: low-light vision, scent Saves: Fort +6, Reflex +3, Will +2
ABILITIES
STR 15 DEX 10 CON 17 INT 2 WIS 13 CHA 5
Skills: Listen +7, Spot +5 Feats: Alertness Organization: Only 4 exist and they all live together Environment: temperate plains, farmland, light forest Challenge Rating: 1/2
These peaceful creatures are the creation of the Wizard Mindrath. As a young man, he confessed his undying love for Belladar, the beautiful daughter of the town's blacksmith. He pursued her for a time and eventually proposed. Belladar scorned his proposal saying she would marry him only "when pigs fly." Mindrath turned to the study of magic and worked to create a spell to make flying pigs. Eventually he succeeded. The creatures look like ordinary pink pigs with seagull's wings. Unfortunately for Mindrath, by the time he succeeded in his efforts, Belladar had married another man. Mindrath waits patiently in the hopes that Belladar will come to her senses and return his love.
Creature created 16 June 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: Monster D&D Animal Pig Flying
I don't really remember how these came about, but I think they're very funny. I can imagine them causing all sorts of havoc by randomly rolling through combat. DIRE ARMADILLO Small animal HD: 2d8+3 (average 12 HP) Init: +3 Speed: 20 ft. AC: 18 (+1 size, +2 DEX, +6 natural), Touch:11, Flat-footed: 16 BAB/Grapple: +1/-5 Attack: Rolling Ram attack: +3 melee (1d6+1 per 5 ft. of rolling +1 per armadillo), Claw +1 melee (1d4-1, min 1), Bite -1 melee (1d4 +1) Full attack: Rolling Ram attack: +3 melee (1d6+1 per 5 ft. of rolling +1 per armadillo), 2 Claws +1 melee (1d4-1, min 1), Bite -1 melee (1d4 +1) Space/Reach: 5 ft./5 ft. Special attacks: none Special qualities: Low-light vision Saves: Fort +7, Reflex, +5, Will +3 ABILITIES
STR 14 DEX 16 CON 17 INT 2 WIS 12 CHA 10 Skills: Listen +4, Spot +4 Feats: Endurance, Toughness Environment: Warm deserts, sometimes found in the upper levels of dungeons in desert areas Organization: pair, herd (3-8) Challenge Rating: 1 Treasure: none Alignment: Neutral Advancement: 4-9 HD (medium) Level Adjustment: none These small armored tanks have sharp claws and needle-like teeth, They feed on insects and spiders and tend to avoid conflict. When threatened or startled, they roll up into a ball and charge. Once their opponent is on the ground, they tend to roll off. If cornered, they will also scratch and bite. Creature created 28 April 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: Monster D&D Animal Armadillo
I'm particularly proud of these fiendish fellows. Thanks to TJ for the Rule of 13. The Stinking Cloud info comes straight from the PHB. DEVIL DUCKS Tiny animal HD: Variable (see Rule of 13) Init: +2 Speed: 10 ft., Fly 30 ft., Swim 20 ft. AC: 14 (+2 size, +2 DEX), Touch: 14, Flat-footed:12 BAB/grapple: +2/-10 Attack: +2 melee (1d4-1, min. 1 + 1d6 fire) Space/reach: 2.5 ft./0 ft. Special qualities: lowlight vision, waterproof Saves: Fort +3, Reflex, +5, Will +3 ABILITIES: STR 3 DEX 15 CON 10 INT 2 WIS 12 CHA 8 Skills: Listen +5, Spot +5, Swim +8 Feats: Endurance (+4 on checks or saves vs. non-lethal damage) Environment: Any temperate freshwater body of water Organization: Flock of 13 Challenge Rating: 5 Advancement: none Level Adjustment: none Alignment: Neutral Evil Treasure: standard, MUST include at least 2 magical items Combat: Devil Ducks come in a flock of exactly 13. They are frequently placed as guardians of treasures by mages who create them for that purpose. All 13 ducks in a Devil Duck flock are identical. Rule of 13: Each of the 13 Devil Ducks has exactly 13 HP. Every time a duck is killed, it rises from the dead at the beginning of the next round. Each duck's HP are decreased by the number of ducks that have died. (Ie: If two ducks die in a round, at the beginning of the next round they rise from the dead and all Devil Ducks have 11 HP 9including those who have just risen from the dead)). Once 13 ducks have been killed, all 13 ducks disintegrate into a Stinking CLoud (duration 4 rounds). Living creatures within the 20 ft. radius, 20 ft. high cloud become nauseated by its vapors. This condition lasts as long as the creature is in the cloud and for 1d4 + 1 rounds after leaving. A successful Fort save (DC 15) negates these effects, but a creature must make this save for each round it remains within the cloud. Devil Ducks are easily recognized by their number (13), their color (red & orange) and by the bright orange-yellow horns on their heads. After the Stinking Cloud effect their death causes disperses, a Search check (DC 15) will turn up their treasure nest, usually in tall gras or reeds, sometimes in a hole by a riverbank or near the edge of a pond. Oh . . . and did I mention they have teeth?  Creature created 28 April 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: Monster D&D Duck Devil Animal
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Duck
Posted On 03/05/2008 16:27:40
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This entry for a duck is for a generic, non-magical every day duck. It is the basis for the Devil Ducks that will appear in the next entry. Quack. DUCK Tiny animalHD: 1/2d8 (ave 2 HP) Init: +2 Speed: 10 ft., 30 ft. Fly, 20 ft. Swim AC: 14 (+2 size, +2 DEX), Touch: 14, Flat-footed: 12 BAB/grapple: +0/-13 Attack: Bite +2 melee (1d2-5, min 1) Special Qualities: low-light vision, waterproof Saves: Fort +2, Reflex: +4, Will: +1 ABILITIES
STR 1 DEX 15 CON 10 INT 2 WIS 12 CHA 8 Skills: Listen +3, Spot +3, Swim +8 Feats: Endurance (They can sleep in medium armor! However, they prefer nests as they're much softer.) Environment: Ponds, lakes, etc. All non-arctic, non-tropical (temperate) freshwater bodies of water Organization: Pair, Flock (3-40) Challenge Rating: 1/4 per duck Treasure: None Combat: Ducks are not usually combative. They tend to run away and in extreme cases they bite. Creature created 22 April 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: Animal Monster Duck D&D
This is not your garden variety kitty. Think Freddy Kruger meets Emily the Strange with teeth and claws. The idea came from a post on the DnD contact yahoo group. The post referenced some nasty kittens (can't remember the name) from 2.0. This entry was inspired by that remark and updated for 3.5 with lots of help from the Cat entry in the MM. These kitties are nasty. In some cities they are responsible for a moderate number of children's deaths per year. Experts believe the number of deaths may be higher than reported due to underreporting in low-income areas where Killer Kitten populations may grow relatively unchecked. Larger cities employ "Cat Catchers" to thin their numbers and eradicate the problem. These Cat Catchers have been exposed to Kitten Poison often enough that they sometimes appear insane. KILLER KITTEN Tiny animal HD: 1/2d8 (ave. 2 HP) Init: +2 Speed: 20 ft. AC: 14 (+2 size, +2 DEX) BAB/grapple: +2/-3 Attack: Claw +4 melee (1d2 + poison) Full attack: 2 claws +4 melee (1d2 + poison), bite +0 melee (1d3 + poison) Space/reach: 2.5 ft./0 ft. Special attacks: poisoned claw and bite (DC 13) (Fort based) Special qualities: low-light vision, scent Saves: Fort +2, Reflex +4, Will +1 ABILITIES
STR 3 DEX 15 CON 10 INT 2 WIS 12 CHA 10 Skills: Balance +10, Climb +6, Hide +4 (+8 in tall grass or equivalent), Jump +10, Listen +3, Move silently +6, Spot +3 Feats: Weapon Finesse Environment: Temperate plains, forests, mountain foothills, cities Organization: pair, litter (4-8), clan (12-48) Challenge Rating: 1/3 per kitten Combat: Killer Kittens work in pairs or larger groups. One kitten, cute and harmless, pretends to be injured. It mews piteously, dragging a leg as it tries to (slowly) scurry away in fright. When a character stops and bends nearer to help, the other kittens attack. Skills: Kittens have a +4 racial bonus on Climb, Hide, and Move Silently checks. In tall grass or equivalent cover the Hide bonus goes up to +8. Cats have a +8 racial bonus to Balance checks. They use their DEX modifier in place of STR for Climb and Jump checks. Special: Killer Kittens have poisonous claw and bite attacks (ex). The attacks need 2 Fort saves (DC 13) to avoid being poisoned. Kitten Claw Poison: (DC 13) Primary damage: Paralysis 2d6 minutes; Secondary damage: Unconscious 1d3 hours Kitten Bite Poison: (DC 13) Primary damage: Paralysis 1d3 hours; Secondary damage: Hallucinations 1d6 days Creature created 1 March 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: Monster Animal Kitty Kitten Cat D&D
Thunder Jacks are loosely based on a monster that was mentioned on the DnD Contact Yahoo group. I believe they were referenced as being originally called "Thunder Bunnies" from 2.0? Anyway, thanks to whomever posted the info. GM note: I used these to almost kill a 2nd level party. In general, they should not be completely fatal, as they tend to move through an area and keep going (like locusts). An encounter with Thunder Jacks should take 5 to six rounds max. THUNDER JACK (RABBIT)Tiny animal HD: 1/2d8 (ave. 2 HP) Init: +2 Speed: 60 AC: 14 (+2 size, +2 DEX), Touch 14, Flat-footed, 12 BAB/Grapple: +0/-12 Full attack: 2 kicks +4 melee (1 point each), Bite +5 melee + diease (1d6-3, min. 1) Space/Reach: 2.5 feet/0 feet Special attacks: Diseased bite (DC 12) Saves: Fort +2, Reflex +4, Will +1 ABILITIES
STR 3 DEX 15 CON 10 INT 2 WIS 12 CHA 6 Skills: Jump +12, Listen +8, Spot +4 Feats: Alertness, Run, Spring Attack Environment: Temperate plains Organization: Mob (50-100) Challenge Rating: 1/4 Combat: Thunder Jacks appear as crazed, foam-mouthed jack rabbits. They roar viciously in combat and are immune to Fear effects. They charge randomly across the plains and can be heard from 120 feet away (Listen DC 12) as they approach. Alternately, the party's approach startles them from 60 feet away (120 ffet if they're moving quickly) which causes them to stampede in the party's direction. From a distance, they sound like thunder (hence their name) Thunder Jacks do not pause in their movement; they simply attack anything in their path and move on. Thunder Jacks are not edible. Disease (ex): Filth Fever-bite attack, Fort save DC 12, incubation period 1d3 days, damage 1d3 DEX and 1d3 CON. Damage is CON-based. For info on healing a disease, see DMG p. 293. Skills: Thunder Jacks have a +8 racial bonus to jump and a +4 racial bonus to Listen. Attention diabolical GM's: I have a version of Thunder Jacks with the swarm template applied, but I think it's overpowered. If you want to add a twist to your encounter, adding the following excerpt from the swarm template should add a lovely shade of green to the proceedings: Distraction (ex): Any living creature that begins its turn with Thunder Jacks in its square must succeed on a DC 13 Fort save or be nauseated for 1 round. Save DC is CON-based. Creature created 27 February 2006 by Kelly Fitzpatrick. Feel free to use in your games; please give credit where it is due.
Tags: Monster Animal D&D Bunny Rabbit
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