Captains Courageous

Let’s be honest, of the huge crop of patriotic heroes created after the attack on Pearl Harbor, Simon and Kirby’s Captain America was the best. But when Cap is busy – and it sounds like he’s going to be busy on the silver screen in a couple weeks – one of these heroes could probably stand in and save the world for democracy in his stead.

Captain Freedom (Super Hero)
Created by Arthur Cazanueva and Franklin Flagg, 1941

Don Wright is the publisher of the Daily Bulletin in Central City IL. He decides to put on a costume to help the downtrodden and oppressed, and eventually falls into the business of thwarting Axis saboteurs. His sidekicks are four children known as the Young Defenders: Lefty, Slim, Whitey and Joanie, all newsboys for the Daily Bulletin.
Captain Freedom often teamed up with Black Cat and Shock Gibson, including in the defense of Los Angeles from a Japanese invasion force.

LVL ADV 15 | STR 6 | DEX 5 | CON 5 | INT 5 | WIL 4 | CHA 8 | HP 75 | DC 15 | ATK +12 | SPD 2

POWERS | None

GEAR | Costume (Light Armor)

Conqueror (Super Hero)
Created by Bill Everett, 1941

Pilot Dan Lyons crash landed near the Rocky Mountains near the laboratory of James Norton, a reclusive scientist. Norton revives Lyons with his Cosmic Ray Lamp, which also enhances his physical and mental abilities. Norton convinces young Lyons to fight the Axis on their own turf, which he does.

LVL ADV 9 | STR 9 | DEX 9 | CON 9 | INT 9 | WIL 9 | CHA 9 | HP 54 | DC 12 | ATK +7 | SPD 2

POWERS | Super Abilities (All) +6

GEAR | Revolver, Knife

Man of War (Super Hero)
Created by Paul Gustavson, 1941

Man of War is the son of the god of war, Mars, who decides to send his son to help the warlike Germans during World War II. But Mars miscalculates the rotation of the Earth (math was never his strong suit), and his son ends up in Dayton, Ohio. The boy rejects his father’s ways and instead fights with the Allies. He is equipped with the Flaming Sword of Mars that can cut through anything. His power are derived from rays that shine down from the planets; lead blocks those rays and robs him of his powers.

LVL ADV 11 | STR 13 | DEX 8 | CON 10 | INT 3 | WIL 3 | CHA 3 | HP 77 | DC 16 | ATK +9 | SPD 2

POWERS | Invulnerability II, Super Constitution +7, Super Dexterity +5, Super Strength +10

GEAR | Sword [Energy Blade, Potent Attack]

Miss America (Epic Hero)
Created by Elmer Wexler, 1941

Joan Dale falls asleep visiting the Statue of Liberty and dreams of all the good they could do with her powers. She awakes with magic powers, which she uses to fight criminals and the Axis.

LVL ADV 13 | STR 3 | DEX 3 | CON 3 | INT 3 | WIL 3 | CHA 3 | HP 52 | DC 10 | ATK +10 | SPD 2

POWERS | Create Object, Energy Bolt, Polymorph Anything, Shrink

GEAR | Costume

Unknown Soldier (Super Hero)
Creator unknown, 1941

The Unknown Soldier appears like a bolt out of the blue to fight for freedom and democracy.

LVL ADV 5 | STR 6 | DEX 6 | CON 6 | INT 3 | WIL 3 | CHA 3 | HP 25 | DC 16 | ATK +4 | SPD 2

POWERS | Fly, Invulnerability I, Super Constitution +3, Super Dexterity +3, Super Strength +3, Whirlwind (1/day)

GEAR | Nitro-Gun [Energy Blast]

War Eagle (Super Hero)
Created by Alan Mandel, 1942

Bill Reed was a victim of infantile paralysis, but he becomes determined to build his upper body strength. He succeeds, but his lack of mobility really crimps his style with the ladies. He begins a new regimen to unlock the secret of winged flight, and finally to defeat his paralysis by practicing jumping and landing. A wealthy man, he decides to devote his life to fighting crime and destroying the Nazi threat.

LVL ADV 15 | STR 6 | DEX 4 | CON 5 | INT 3 | WIL 3 | CHA 10 | HP 75 | DC 11 | ATK +12 | SPD 2

POWERS | Super Constitution +2, Super Dexterity +1, Super Strength +3

GEAR | Costume, Wings [Fly]

Yankee Doodle Jones (Super Hero)
Created by Lou Fine, 1941

Yankee Doodle Jones is a Frankenstein monster, created from the bodies of three crippled American veterans by a mysterious scientists using a secret fluid. After the scientist is killed by Nazi agents, Jones and the scientist’s son, who injects himself with the fluid, fight back. The scientist dies, but not before he urges to two to become super heroes. They have teamed up with Yankee Boy and Johnny Rebel.

LVL ADV 12 | STR 9 | DEX 9 | CON 9 | INT 3 | WIL 3 | CHA 3 | HP 72 | DC 16 | ATK +9 | SPD 4

POWERS | Invulnerability I, Super Constitution +6, Super Dexterity +6, Super Speed +2, Super Strength +6

GEAR | Costume

Mu-Pan Eastern Encounter V

Two more entries on our whirlwind tour of eastern Mu-Pan …

4330. Abbey of the Bodhisattva Joodoj: An abbey dedicated to Joodoj, the bodhisattva of vegetation and fertility, has been constructed here at the head of a wooded valley cultivated by the fourteen nuns of the abbey and their abbess, Baatai. The valley’s has terraced fields growing the five sacred grains and rutabagas.

Baatai is the abbess of the monastery. She is a plump woman of sixty winters with high cheekbones and vibrant green eyes. Cynical and taciturn, she does not welcome strangers to the monastery, though she will provide hungry strangers with boxes of steamed rice and vegetables and skins of water and then send them on their way.

She and her priestesses wear green robes and wear their hair in thick braids that they pile atop their heads like coiled snakes.

| Baatai, Wushen Lvl 9: HP 38; AC 9 [10]; Save 6; CL/XP 10/1400; Special: Spells (5th), turn undead, special move, special move, elemental spirits. Equipment, prayer beads.

4348. Weasel Shrine: In a gaudy shrine of brass and pine painted bright red there lives a giant weasel. The weasel commands a flight of twenty flying monkeys to forces travelers to visit his shrine and pay a tribute of foodstuffs and gold. The weasel is actually a disguised dragon, Yardoc, a huge, young wyrm that looks like a 20 ft long, one ton serpentine toad colored a brilliant scarlet. A massive boulder located about 90 yards north of the shrine in a hollow hides the dragon’s treasure in a pit. It consists of 290 pp, 4,530 gp, 440 sp and a coat of fox skins worth 100 gp that makes on immune to illusions.

| Yardoc: HD 11 (11 hp); AC -2 [21]; Atk 2 claws (1d4), bite (1d6) and tail whip (1d6); Move 10 (F10); Save 4; CL/XP 15/2900; Special: Breathes a giant wad of goo that hardens on the skin and reduces movement by 3 and AC by 1 with each hit, the goo is dissolved by alcohol, surrounded by a thick fog (as fog cloud) that forces those who breath it to save vs. disease.

| Flying Monkey: HD 2+1; AC 6 [13]; Atk 2 claws (1d3) and bite (1d4); Move 9 (F18); Save 16; CL/XP 3/60; Special: If both claw attacks, the monkey can grasp and lift the person, rising 10 feet in altitude per round.

Altered States of America – Basic Map Finished

So, I got about 30% finished on this and then started all over – found a better method of translating the map into hexes. At this point, I need to fill in the ecosystems of Canada and Mexico, draw in the coasts, islands, lakes and rivers, maybe draw in some old trails, add in volcanoes (dormant and active) and then drop in all the settlements. So, you know – almost there.

After all of this work on the map (which if nothing else will aid me in producing maps for my Hex Crawl Chronicles for Frog God Games – on sale now!), I’ll probably try to turn it into a game/campaign similar to the Space Princess project. Might call it “1800”, “American Empires”, or “Corps of Discovery”. Don’t know yet.

In the meantime, enjoy the scaled down map …

 

Chim Chimera Cheree

The chimera: lion + goat + dragon = booooring. Let’s spice this critter up a bit. First, we need the basic stats:

Chimera: HD 9; AC 4 [15]; Atk (see below); Move 9 (Fly 18); Save 6; CL/XP 11/1700; Special: Flight, plus see below.

Then we roll some random dice on the tables below to add attacks and special abilities …

Right Head and Front Body (d12)
1. Bear (Cave/Polar): 2 claws (1d6+1), 1 bite (1d10+1); gains hug attack for 3d6 damage
2. Cheetah: 2 claws (1d3), 1 bite (1d6); increases land speed by +3, can trip with claw attacks
3. Crocodile: 1 bite (1d6); replace flight speed with swim speed
4. Eagle: 2 talons (1d4), 1 bite (1d8); increases flight speed to 24
5. Hyena: 1 bite (1d3)
6. Lion: 2 claws (1d4), 1 bite (1d8)
7. Owl: 2 talons (1d8), 1 bite (1d6+1); increases flight speed to 20 and flies silently, -2 to hit in bright light
8. Tiger: 2 claws (1d4+1), 1 bite (1d8); gains swim speed of 6
9. Tyrannosaurus Rex: 1 bite (2d8); clamp down jaws and shake for auto damage in subsequent rounds [front body will be the same as rear body, not that of a T-Rex]
10. Weasel: 1 bite (2d6); clamps down and sucks blood for 2d6 damage per round
11. Wolf: 1 bite (1d4+1); can trip with bite attack
12. Wolverine: 1 bite/claw (1d6+3); +4 to attack due to ferocity

Left Head and Rear Body (d10)
1. Ankylosaurus: 1 clubbed tail (1d10); body covered with armored plates for -3 [+3] AC
2. Antelope/Gazelle: 1 gore (1d4); increases land speed by +3
3. Bison/Bull: 1 gore (1d8)
4. Boar: 1 gore (3d4); continues attacking 2 rounds after death
5. Camel: 1 bite (1d2); can spit (blind for 1 round)
6. Elephant: 1 trunk (1d8), 2 tusks (1d8); never forgets
7. Goat: 2 horns (1d4)
8. Rhinoceros: 1 horn (2d6); double damage on a charge
9. Stag, Giant: 2 antlers (1d8)
10. Triceratops: 1 gore (2d8); bony plate grants a -1 [+1] AC

Center Head (d20; chimera with gold dragon, hound archon, lammasu and unicorn heads are Lawful)
1. Basilisk: 1 bite (1d8); petrifying gaze
2. Blink Dog: 1 bite (1d6); teleport
3. Bulette: 1 bite (3d6); body has bony plates for -2 [+2] AC and replaces flight with burrow speed
4. Cockatrice: 1 bite (1d3); petrifying bite
5. Coeurl: 1 bite (1d8); displacement effect
6. Dragon (breath weapon is 3/day for 3d8 damage)
     1. Black: 1 bite (3d4); spits acid
     2. Blue: 1 bite (3d4); breathe lightning
     3. Gold: 1 bite (3d4); breathe fire or chlorine gas
     4. Green: 1 bite (3d4); breathe poison gas
     5. Red: 1 bite (3d4); breathe fire
     6. White: 1 bite (3d4; breathe frost
7. Dragonne: 1 bite (2d6+1); roar weakens those who hear it
8. Gorgon: 1 gore (2d6); petrifying breath
9. Hell Hound: 1 bite (1d6); breathe fire 3/day for 3d8 damage and immune to fire
10. Hound Archon: 1 bite (1d8+2); cast spells (bless, continual flame, detect evil, protection from evil)
11. Hydra: 1 bite (1d6); regenerate 2 heads if head not destroyed by fire
12. Lamia: Has a female torso in place of a central head; spells (charm monster and suggestion), touch drains a point of wisdom permanently
13. Lammasu: Spells (dimension door, invisibility x2, protection from evil, 10’ radius)
14. Nightmare: 1 bite (1d8); breathe brimstone smoke (-2 to hit), become incorporeal
15. Rust Monster: 2 antennae (corrode metal, destroying it)
16. Stirge: 1 proboscis (1d3); drains 1d4 blood per round automatically with proboscis hit
17. Unicorn: 1 horn (1d8); teleport, double damage for charge
18. Vrock: 1 beak (1d6); cause darkness, immune to fire, magic resistance (50%)
19. Winter Wolf: 1 bite (1d6+1); breathe frost 1/turn (10’ range, 4d6 damage)
20. Yith Hound: 1 bite (1d6+1); bay (cause fear within 100 ft), magic resistance (10%)

Tail (d20; increase challenge level by 1 if the creature has a special tail)
1-16. None or per rear body
17. Manticore Tail: 6 tail spikes (1d6) per round, range 180 ft.
18. Scorpion Tail: 1 sting (1d4 + lethal poison)
19. Skunk Tail: Spray musk
20. Snake Tail: 1 bite (1 hp + lethal poison)

NOD 9 PDF On Sale Now!

Five days into July, and the June issue of NOD is finally on sale. Currently, I have only the PDF up for sale – when I have a print copy in my hands for review I’ll put the print version up for sale as well. PDF price is $3.50. For this princely sum, you get:

Yun-Bai-Du – Fantasy city for the Mu-Pan setting introduced in NOD 8. Features some keen art by Jon Kaufman.

Altered States of America – Campaign Sketchbook article describing a Napoleonic fantasy campaign set in a North America of warring states.

The Titans’ Door – A Pars Fortuna adventure for low level characters that takes place in a massive stone door and challenges the party to enter through the keyhole and unlock the door. Features an illustration by Kelvin Green.

Washed Out in Washoe – A Mystery Men! adventure for super human heroes; The Black Dragon is holding Silverado City ransom – can the heroes stop him from wiping it off the face of the Earth?

Plus magic coins and portals, the Jack-of-All-Trades class and another installment of Phantastes. 60 pages. Click HERE to purchase.

Mu-Pan – Eastern Encounter IV (or IIII if you prefer)

4219. Dragon’s Gorge: Dragon’s Gorge is deep and wide, with walls of granite covered with knotty pines that grow on precarious ledges, some at odd angles. A small stream now flows through the gorge, spilling into an area of geysers and hot springs that themselves feed into a long, deep lake. The lake is inhabited by a gold dragon called Mongiyn, an ancient wyrm that enjoys the medicinal qualities of the lake.

Caves in the sides of the gorge are home to a tribe of 60 lizard men and their 70 mates, 20 hatchlings and 40 eggs. The lizardmen look like geckos and are incredibly adept climbers. Their cave homes are shallow and small, consisting mostly of a fire pit and nest. The lizardmen arm themselves with throwing clubs and stone knives. They serve the dragon loyally as guardians of the valley. The chief, a being called Karn, acts a warrior and shaman, having learned magic spells from Mongiyn. He carries a large wicker shield and staff and decorates himself with hawk feathers.

4242. Didi Lair: The wooded hills here are resplendent with waterfalls and towering pines. One of these small waterfalls hides the entrance to a wondrous community of strange subterranean dwellers. Behind the waterfall there is a cavern with a large, green pool. The pool flows into a subterranean system of canals and burrows inhabited by many houses of didi, an underground race skilled in the medicinal arts. In their burrows, they keep large archives of medical knowledge, dried and fresh herbs and other powders and extracts useful in the medical arts. The quest of every didi is the elixir of life.

A didi is a small humanoid that looks like a skeleton with pale skin stretched over the bones. Their skin is covered with velvety, platinum blond hair. Didi have over-large heads with long, pointed ears. Despite their hideousness, they are a kind people, assuming you can win their trust.

| Didi: HD 1d4; AC 3 [16]; Atk 1 dagger (1d4); Move 9 (S12); Save 18; CL/XP 1/15; Special: Magic resistance (30%), spells (confusion, continual flame, dimension door, mirror image, ventriloquism, protection from evil 10-ft radius).

Altered States of America – Map Progress

Just waiting for one image – for the Pars Fortuna adventure – before I publish NOD 9. Very excited. In the meantime, I’ve been working on a hex map for the Altered States of America. When it is finished, it should encompass a pretty good chunk of the continent. You can see my progress below.

The hexes here are 20 miles across. I haven’t really tackled the coasts yet or drawn in the major rivers.

Mu-Pan – Eastern Encounter III

4109. Three Nymphs: A patch of hot springs bubbles from the ground here, coating the ground in translucent, poisonous salts and causing nearby vegetation to twist and wither. The hot springs are home to three nymphs, Yemun, Chuka and Manai, who have serpentine tongues and a taste for plum wine.

4147. Azer Lair: Through a stone arch in the side of a mountain one can enter the blazing hot lair of a band of seven azer, black-skinned and bulbous-nosed and occupied in the manufacture of weapons for Lei Gong, the Duke of Thunder. Beyond the arch one enters a cavern of glassy basalt, empty and dry, though there is a sheen of moisture at the back of the cavern where a natural slide grants access to lower caverns. The slide spirals down into the earth about 300 feet and presents a significant obstacle to climbing back up, as it is as smooth as glass.

At the bottom of the slide there is a collection of caverns, all starting out as great bubbles of poisonous gas in a massive flow of lava, and now inhabited by the azer. The largest has a deep pit, maybe miles deep, in which bubbles magma that is used by the azer for their fire. Their anvils surround the magma pit. A few feet away there is a trough dug into the stone in which water flows from another cavern, a cavern of steam blocked by an iron gate traced with silver glyphs and sealed with a complex lock. Steam rises into this chamber from below and condenses to form the stream that feeds the azers’ trough. A mihstu inhabits this cavern, and it is the mihstu that the magic gate is designed to thwart.

Other caverns contain the living quarters of the azer, decorated with basalt couches and bronze sculptures that are geometric and abstract, and storage chambers containing their tools, their iron, bronze and adamant ignots and armories with their armor and weapons. The living quarters of the seven brothers holds a gilded cage inhabited by a nightingale, a polymorphed sylph that displeased the Duke of Thunder and now wiles away in the acrid, choking air of the azers’ lair until Lei Gong has decided she has suffered enough.

Image of azer by Sam Wood and owned by Wizards of the Coast.