As I'd mentioned, I'd been converting the trollhound that was listed in Trial of the Beast. I did as I'd said in that post: used the Enraged Eggplant's Worg and applied some of the troll's essential aspects. Similar to the troll, I think that the trollhound should have variation as one of its essential qualities, so there should be many different kinds of trollhounds -- especially the troll chieftain's pet.
RPG Thoughts & Resources from the OSR to GURPS (I should've called this blog "The Gith Yankee")
Thursday, May 21, 2020
Wednesday, May 20, 2020
Troll Racial Template/Monster
When it came to converting the trollhound to GURPS (since my search didn't yield any results), I had the idea that I would just take a formidable canine and apply a troll template on it (and spruce it up with it's fun disease). The first problem was finding which troll template I was going to use. My default as of late is to use the Monster Index of the fabulous Generic Universal Eggplant (sounds delicious), but out of curiosity I checked the Natural Encyclopedia. I had a slight worry about how I wanted to replicate or express the troll's relation to acid and fire in D&D and their regeneration powers. So I looked at quite a few of them and wound up making my own troll. I'm going to space this troll post and the post about the Trollhound fairly close.
The inspiration I got is fairly apparent, since it's mostly a synthesis of the templates I had available to me. The templates that I looked at are: the Enraged Eggplant's Troll, of course; GURPS Dungeon Fantasy's Troll, which was excellent (GURPS Dungeon Fantasy Monsters 1, p.31); the Natural Encyclopedia's Troll (p.73); and finally I glanced at the GURPS Wiki's Troll to help me realize that trolls really are all about wrenching and crushing limbs, necks, and spines.
Something worth mentioning is that trolls can take nearly any shape. They have several essentials, but beyond them trolls have endless variation. In fact, variation should be one of the troll's essential qualities. Most of the trolls that I use, especially those that have names or are plot significant, will be pretty different from this generic template, which should be the starting point. It's also worth noting that trolls could be much weaker than they are depicted here.
Friday, April 24, 2020
Skin Stealer Racial Template/Monster
So here's a racial template for the Skin Stealer. The Skin Stealer appeared first, as far as I can tell, in the Trial of the Beast in Carrion Crown. The concept of it, I believe, is older than that. Working on the morph ability for its skin-stealing proved to be a little difficult, and I think that the limitation is a little larger than it should be. I include my notes on how I worked out the limitations on it.
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| Art from "Trial of the Beast" I can't figure out who did the art... |
Friday, March 20, 2020
GURPS Monster: Flesh Golem Hound
I've been running the Pathfinder adventure path Carrion Crown in GURPS. Naturally, I've had to adapt and convert the scenarios to GURPS rules from Pathfinder. Importantly, I've been converting by concept rather than by rules. Eventually, I am going to make a post and share all of the conversion notes that I've made so that if anyone else ever wants to do this they can take a look at my conversion notes, see if it works for them, and hopefully save them the trouble.
This post relates to that, so allow me to mention the obvious: this post might have a spoiler or two for Carrion Crown book 2, "Trial of the Beast."
Saturday, February 29, 2020
Dark Creeper & Dark Stalker Racial Templates
I did a mostly faithful conversion of the black smear present in Pathfinder, but I didn't bother converting their light blindness because it's tedious to figure out what that is and it was never mentioned in earlier entries. I followed the Enraged Eggplant's example in separating some of the creature's advantages to highlight them as their special abilities. Making the poison proved to be somewhat difficult for me.
Friday, January 31, 2020
Mongrelfolk Racial Template
I maybe mentioned that I've been running Carrion Crown in GURPS. Well, I've had to make a racial template for mongrelfolk and as far as I could tell there weren't any other GURPS conversions that'd already been made. I decided that I would go ahead with making my own and then share it with everyone since I'm so nice like that. I tried to emulate the prolific Enraged Eggplant in presentation. I don't generally go with boxes or anything, though. I generally stick with humble messes of stats and lines.
Mongrelfolk have an interesting concept, and I think in a campaign down the line I may perhaps introduce them as a PC race in a fantasy campaign.
In addition to what I describe, they are generally a low-tech civilization, so it might be reasonable to assign them TL 1 or 2, perhaps even TL 0.
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| The Mongrelman as envisioned by a Paizo artist |
Thursday, October 10, 2019
Ustalav Map
There are a lot of cool hex maps. Many very cool hex map versions of other cool maps which aren't into the hex thing. For instance -- there are many hex maps of Ustalav or Ytarria (or at least there should be) that one can find in any image search. The problem that I've noticed is that hardly anybody shares the hexographer file (or other file, if you're using another program) for the map so that other referees can modify the map for their own purposes.
For that reason, I'm also going to link the .hxm file of this cool map of Ustalav which I made with Hexographer in preparation for GURPS Carrion Crown. I decided that I might as well share this version of the map before I add too many changes to it to make it fit my wants. I used the Calligraphy icon set, if you're wondering. You should still be able to use your own icon set (or the default set) if you don't have it. Ustalav.hxm
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| Ustalav, 8-mile hexes |
Sunday, September 8, 2019
Lamentations in Niưwundor 03: A Golem, A Pudding, & A Chasm
Rations Used: five rations each
Light Sources consumed: one flask of lamp oil.
Treasure: Electrum Disc (200sp?), Sparamantur’s trinkets (10sp), Black Pudding (20sp), Silver and Emerald icon (200sp), silver and gold inlays from shields (20sp), miscellaneous snakeman scrolls (??sp?).
Kills: Black Pudding, Skeleton, Stone Cobra Guardian.
Total XP: 725 (145 each)
PCs
Light Sources consumed: one flask of lamp oil.
Treasure: Electrum Disc (200sp?), Sparamantur’s trinkets (10sp), Black Pudding (20sp), Silver and Emerald icon (200sp), silver and gold inlays from shields (20sp), miscellaneous snakeman scrolls (??sp?).
Kills: Black Pudding, Skeleton, Stone Cobra Guardian.
Total XP: 725 (145 each)
PCs
- Alphonse Cloutier, a crossbowman
- Goldie, an eldrtitch idiot savant
- Gorgi, a halfing (cannibal?)
- Morrigan, a specialist
- Sister Clover Chipsworth, a nun
- Urist the Dorf
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| The map keeps getting a little bigger. |
Sunday, September 1, 2019
Lamentations in Niưwundor 02: The Zappening
My players are still exploring the Tomb of the Serpent Kings. We've delved a little deeper and discovered some interesting facts about the eldritch idiot savant. When the session ended I really didn't feel very good about it. We ended the session and began making replacement characters about 2 and half hours into the session. I'm not sure if that was my usual anxiety. Later on I let up a bit on myself. Hopefully my players are going to be much, much more paranoid about traps. Maybe someone will bring a ten foot pole.
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| My map got a little bigger and I redrew the rivers (so now they don't defy physics). |
Saturday, August 31, 2019
Lamentations in Niưwundor 01: An Elf, A Thief, & Five Dead Men
I'm running my group through Tomb of the Serpent Kings in Lamentations of the Flame Princess. I have two other players, but one is away and the other vanished in the ether. Hopefully they will be the hinted character at the next session.
I'm calling this campaign Lamentations in Niưwundor (dire wonder), partly because I'm setting it in my little Dwarf Fortress/grim-dark mashup-attempt and I'm hoping to not only use Tomb of the Serpent Kings. For the setting, I went the approach of make a pretty-looking map with some hex map software (in this case, Hex Kit), add towns along the rivers and coasts, and then place dungeons that I want to use in the campaign. Most of the dungeons that I placed down are from Swords & Wizardry modules found with Adventure Lookup or the Pamphlet Dungeon Jam. Surprisingly I hadn't used anything from Dungeon Magazine. Here's the map that I came up with. The Tomb of the Serpent Kings is in between Anshuar and Pogshire (where I started them out).
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| County Anshuara of Niưwundor |
PCs
- Loradiel, Elf
- Jerry, Specialist
Rations Used: 3
Treasure recovered to safety: 4 electrum amulets (10 sp each), Cursed Silver Ring (Save vs Poison or suffer 1d6 damage when removed)
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| Countess Marsana (Wen Xi Chen) |
We started our noble adventures in the beautifully quaint town of Pogshire. The adventurers hear of the wondrous treasures that can be found in the abandoned dungeons. Those dungeons and their treasures, however, rest within the lands of noble lords and ladies. The lords generally expect to see what treasures are brought out of the dungeons and reward the adventurers with a portion of said treasures (or be granted a parcel of land). These lords, however, hold those lands in fief from the Countess (who, of course, got it in fief from the King, who you’d suppose got it from … the Authority?). It is widely understood that treasures brought directly to Countess Marsana (of County Anshuara₎ will save the adventurers a share of the treasure. Countess Marsana has made it known that she will grant a portion of treasure in return for land. A dungeon had been discovered not very long ago after a landslide revealed its entrance. Since it is untouched the Party figures this would be a good ruin to begin with.
Jerry seeks out Loradiel to convince him of dungeon delving. They decide that since they’re so few, they’ll head to the bar and convince drunkards to join them on their quest for riches. Making a disjointed speech, Jerry attracts the attention of three scoundrels and two farmers, hiring them at 2 share each. Alarmed at how many unsavory fellow knaves they have in the party, Jerry and Loradiel plot to kill off the hirelings through poison or tossing them into the jaws of a trap (using them as a living 10 foot pole). The three scoundrels are Bitho, Harold, and Tat and the two peasants are Alvin (fused teeth) and Herbie (toothless). They are, as far as the mechanics are concerned, “normal men.”
The seven miscreants set forth on the road towards the rumored dungeon. Jerry serves as scout, attempting to make sure there are no bandits on the road, as there have been rumors of their ambushes. Jerry notices someones hiding in a bush. He returns back to the group, whispers to Loradiel what he’s seen, and asks Harold to help him shoot a deer, telling him to flush it out of the bushes ahead. Harold obliges and approaches the bush. The man in the bush stands and draws a short sword against Harold shouting for him to step away. Harold, failing in his morale, flees back to the group. Loradiel asks what the man in the bushes is doing. The man stammers unconvincingly and says he’d dropped his locket in the bush. Loradiel launches an arrow at the man and he immediately flees down the road. Loradiel inspects the bushes and finds no locket.
The party continues for the dungeon off of the trail and arrives at nightfall. Despite having been walking all day, the group decides to enter the dungeon. They inspect the entrance and decide that it is old.
Looking into the corridor, they find that there are four strange rooms at two intersections along a corridor that eventually ends at a barred door. The first intersection’s rooms have two clay snake-man statues alongside wooden coffins [a mistake on my part, the statues should’ve been inside the coffins]. The latter rooms have only wooden coffins. Loradiel discerns that the statues are hollow by observing its depression on the soil. Loradiel opens one of the coffins (Room 4) and presses his weight down onto the statue, breaking it and releasing a poison gas that renders him nearly unconscious and at 0 hp. Loradiel steps outside of the tomb after pocketing an electrum amulet and a silver ring from the coffin. Alerted to the dangers of poison gas inside the statues, Jerry instructs the hirelings to tie a rope around one of the statues (Room 2a) to pull it down. Tat, unfortunately, trips into the statue, breaking it open and exposing himself to the poison gas. He’s dragged out of the dungeon and placed next to the semi-conscious Loradiel. Jerry breaks the rest of the statues with arrows, waiting for the poison gas to dissipate.
After this, the party calls it a night and lies down to rest. During the night, Jerry, dubious of the loyalty of the hirelings places the amulets in a sack in one of the coffins and attempts to lift the bar on the door. He discovers that the bar is too heavy for one person to lift. At dawn, it’s decided that Loradiel will rest in his comfortable tent (it’s actually regular, but he’s the only one with a tent so it’s still pretty comfortable). This will earn him some faster recovery [since it was noxious fumes, I’d decided that Loradiel would heal as he had at least half his hp; I think a tent and bedroll allows comfortable healing in the wilderness]. Tat remains with Loradiel, despite feeling fantastic and making a full recovery [1 hp]. Alvin stays out with the two, keeping watch over them and tending to them.
Meanwhile, the rest of the hirelings and Jerry go into the dungeon to futz with the barred door. Right next to the door, they notice that there is a recess above them in the ceiling next to the door. He instructs one, then another, and finally all three of the hirelings to lift the bar. Jerry notices that as the stone bar is lifted that the iron pegs that hold the bar also begins to rise with the bar, but says nothing. Once the bar is fully lifted and the pegs stop rising, the click and clack of mechanisms is heard and the trap is triggered – a massive stone hammer, as large as the corridor, falls from the ceiling and crushes Bitho, Herbie, and Harold into the door with a sickening crunch. They, along with the door, are sent flying into the other room. The hammer retracts back into the ceiling.
Jerry runs back outside to report the tragedy and to recruit Alvin. They go back into the dungeon & they explore Rooms 6 & 7. In Room 6 they find a 20’x35’ room with a southern egress and three wooden, hinged coffins with paintings on their tops. The paintings illustrate a snake-man king and his two snake-brides. In Room 7 they find a horrid statue-shrine to what they figure is the snake-men’s god. They also discover a secret passage below the statue.
Alarmed at the statue and the passage deeper underneath it, Jerry throws rocks at the walls in Room 7. Nothing occurs. He then throws rocks at a bride’s coffin, waking the skeleton. Jerry and Alvin immediately flee. The snake-bride skeleton pursues them, & catches up with and kills Alvin, dragging him back to the “king’s tomb.”
Jerry and Loradiel discretely converse about their predicament. With a sinister plan in mind, Jerry convinces Tat to drag the corpses out of the king’s tomb for burial back at town (or at least under the stars outside of the dungeon). Tat agrees, and while his back is turned Jerry thrusts his spear into Tat’s back, killing him.. Jerry drags Tat’s corpse over to the statue of the snake God as tribute. Nothing else is done with the wooden coffins in the king’s tomb. [I grant 5 XP for killing Tat. This is wrong and not in the rules, but I thought it was funny and inconsequential. This would be a one-time occurrence for levity’s sake]
In the evening, Loradiel puts on the silver ring & discovers it’s magical abilities. His fingernail is transformed into a snake’s fangs. Loradiel takes the ring off & discovers that it’s somewhat cursed, suffering 4 further poison damage (reducing him to -1 HP, with the 2 HP he’d gained from resting for the day).
The next day, head back into town under no delusion that they will ever manage to convince any more villagers to join them on their tomb-raiding excursions. Unless they can convince that naked dwarf and babbling mage over there….
Saturday, August 10, 2019
Target 20 for Swords & Wizardry
I've not yet played Swords & Wizardry, but I've dug through a number of S&W scenarios. Despite not having played it, I really appreciate it. I like that it has three different rules-incarnations for the various OD&D incarnations (despite splitting race and class) and that it can easily be adjusted to match most anything for OSR play. Flexibility and ease of house-ruling is all of what the game is about.
I also like Target 20. It's become my favorite AC system. I did a search for Target 20 and Swords and Wizardry and didn't manage to find anything. So I decided to make Target 20 chats for the three different versions of Swords and Wizardry. I discovered (after I'd finished all three tables) that the Core and Complete Rules attack progressions were the same. Anyway, I hope that this will serve useful for folks curious to combine attack bonuses and descending AC in their Swords and Wizardry games.
White Box Rules THAC9
Attack Bonus
|
Cleric Level
|
Fighter Level
|
Magic-User Level
|
+1
|
1-3
|
1
|
1-4
|
+2
|
4-5
|
2
|
5-6
|
+3
|
6-7
|
3-4
|
7-8
|
+4
|
8
|
5
|
9-10
|
+5
|
9
|
6-7
|
11-12
|
+6
|
10
|
8
|
13-14
|
+7
|
-
|
9-10
|
15-16
|
Core Rules & Complete Rules THAC9
Attack Bonus
|
Cleric
|
Fighter
|
Thief/Wizard
|
+1
|
1-2
|
1-2
|
1-3
|
+2
|
3-4
|
3
|
4-5
|
+3
|
5-6
|
4-5
|
6-7
|
+4
|
7-8
|
6
|
8-9
|
+5
|
9
|
7
|
10
|
+6
|
10-11
|
8
|
11-13
|
+7
|
12
|
9
|
14-15
|
+8
|
13-14
|
10-11
|
16-19
|
+9
|
15-16
|
12
|
20-23
|
+10
|
17
|
13-14
|
-
|
+11
|
18-19
|
15
|
-
|
+12
|
20
|
16
|
-
|
+13
|
-
|
17-18
|
-
|
+14
|
-
|
19-20
|
-
|
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