Three Dinosaurs For Your Primeval World …

I was working up some quick dinosaur stats for the Hex Crawl Chronicle I’m writing, and figured – heck – why not throw them onto the blog. Stats for Blood & Treasure and Swords & Wizardry. No stats for Labyrinth Lordit knows what it did πŸ˜‰

EDMONTOSAURUS

Edmontosaurus is a large, duck-billed dinosaur. Edmontosaurus grew as long as 40 feet and weighed 4.4 tons. Their hides were thin and resembled that of the gila monster. Like most hadrosaurs, they were herbivores, browsing on vegetation by the water’s edge. Edmontosaurus can trample smaller creatures by moving over them, inflicting 3d6 points of damage.

Edmontosaurus: Huge Animal; HD 14; AC 13; ATK 1 bite (2d6) and 1 tail (3d6); MV 40; F3 R6 W12; XP 700; AL Neutral; Special: Trample.

Edmontosaurus: HD 14; AC 6 [13]; Atk 1 bite (2d6) and 1 tail (3d6); Move 15; Save 3; CL/XP 14/2600; Special: Trample.

PACHYCEPHALOSAURUS

Pachycephalosaurus doesn’t just have an awesome name – it also has one of the great domes in dinosaur history. These herbivores grew to 15 feet long and weighed 990 pounds, though they only stood about 6 feet tall. They can butt with their heads.

Pachycephalosaurus: Huge Animal; HD 6; AC 12; ATK 1 head butt (2d6) and 1 tail (1d8); MV 30; F7 R10 W15; XP 300; AL Neutral; Special: None.

Pachycephalosaurus: HD 6; AC 7 [12]; Atk 1 head butt (2d6) and 1 tail (1d8); Move 12; Save 11; CL/XP 6/400; Special: None.

ORNITHOMIMUS

These small dinosaurs had toothless beaks and might have fed on seeds, leaves, insects and other small animals. They grew to 12 feet in length and weighed about 370 pounds. Ornithomimus was quick animal, probably similar to a modern ostrich.

Ornithomimus: Large Animal; HD 3; AC 12; ATK 1 bite (1d6); MV 18; F11 R12 W17; XP 150; AL Neutral; Special: None.

Ornithomimus: HD 3; AC 7 [12]; Atk 1 bite (1d6); Move 18; Save 14; CL/XP 3/60; Special: None.

Raiders of Lost Tombs

I love new classes for games – anyone who reads the blog knows this, but I have to qualify that statement. I love new classes that excite the imagination. Not because they have kickass new powers – though sometimes because somebody finds a clever way to spin an old rule or concept – but because they scratch a certain itch for some archetype – and maybe even an archetype I didn’t know I wanted to play. I’m a big fan of basing a new class on a character, rather than a general occupational concept, much as the AD&D ranger is really just an Aragorn (and I wish they could have called it that – far cooler to say β€œI’m a chaotic good 8th level Aragorn”).

I’ve done this several times now – the she-devil is Red Sonja, the puritan is Solomon Kane and the beastmaster is Tarzan – using the character as a basis for the class (and throwing in some weird specifics, to me, is fun – i.e. the way rangers can use crystal balls), but going a bit further afield when necessary. With this in mind, I present …

The Tomb Raider
Tomb raiders distinguish themselves from common thieves and plunderers by their mental faculties. In many ways, they are sages who have abandoned the staid and safe halls of learning for the field, venturing out into the wilderness to discover firsthand the secrets of the ancients.

Requirements: Dexterity and Intelligence 13+

Hit Dice: d6 to 10th level, +2 hit points per level thereafter

Armor Permitted: Leather armor, no shields or bucklers

Weapons Permitted: Club, crossbow (hand or light), dagger, dart, light mace, light pick, pistol, quarterstaff, short sword, whip

Skills: Break Down Doors, Decipher Codes, Escape Bonds, Find Secret Doors, Find Traps, Jump, Open Locks, Remove Traps

Tomb raiders are well-educated men and women, and are capable of using the same legend lore ability that bards possess.

Although they are not as practiced as thieves with robbing the living, they do have a great deal of experience at avoiding traps left to guard the dead, and enjoy a +2 bonus to save against the effects of traps, mundane and magical.

Tomb raiders have learned from experience the value of two particular weapon/tools to their chosen profession – the whip and the quarterstaff. When employing these weapons, a tomb raider enjoys not only a +1 bonus to attack, but also a +2 bonus on task checks when using those weapons, such as attempting to vault over a chasm using a quarterstaff or slam a door closed using a whip to grab the handle, and with special maneuvers when using the weapon.

Tomb raiders have to finance their activities, but they shy away from pawning objects of historical value. Such items, they believe, belong in libraries, museums or universities. A tomb raider that allows such an important item to be sold or kept for private use is immediately cursed by a quest spell to retrieve that item and see it placed in the hands of the proper academic authorities.

Note: If you don’t name your tomb raider after one of the nations or city-states in your campaign, i.e. Greyhawk Jones or Waterdeep Smith, you really aren’t getting the full experience this class provides.

A Gaggle of Random Races

First – a commercial message

If you’ve been waiting for a Lulu sale to buy Blood & Treasure, wait no longer

Now then … random races. When I’m stuck for something to write, either for the blog or a hexcrawl, I often venture into one of the many fine random generators floating around the internet. Thus – some random races. All of these races were generated at Abulafia, a site I highly recommend for referees and writers.

In each of these cases, I’ll present the product of the generator, and then some notes on how I would interpret this, along with a race write-up for Blood & Treasure.

WHITE GNOMES

“This culture is made up of Gnomes, they are known for their long, white hair and long beards. They are known for their feistyness, they are usually considered to have minds that are practically non-existent and in battle they are known to untrustful of officers, their favored tactic is destruction by plague. They are organized into towns lead by a king who takes his place by being elected. The race worships the death god, they make weekly sacrifices to their god(s). They are known to possess magic including clerical magic and sorcery.”

Sounds like these gnomes are morons, and a bit on the chaotic side. They are almost like the anti-gnomes – death worshipers, and with some spell casting ability.

White gnomes are abysmal little creatures, members of the unseelie court who resemble their normal kin save that they are hairy little brutes with long white hair and long white beards on the males. White gnomes have very dark, macabre senses of humor, and they seem to take a grim satisfaction in the misfortunes of others.

White gnomes are small creatures with a base speed of 20 feet. They have darkvision to a range of 60 feet and have a knack for listening at doors.

White gnomes are as rugged little folk, but a bit short on brains. They add one point to their starting constitution scores, but lose one point of their starting intelligence score. These ability modifications cannot increase a score above 18 or reduce it below 3.

White gnomes have a natural affinity for death and death magic. A white gnome with a charisma score of 10 or higher can cast the following spells, each once per day: Inflict minor wounds, bane and doom.

White gnomes speak Common and Gnome. They might also speak Dwarf, Goblin, Hill Giant, Orc, Sylvan and the language of nocturnal mammals.

White gnomes can multi-class as cleric/fighters, cleric/magic-users or cleric/thieves.

GULLINBURSTI

“This culture is made up of Half-Orcs, they are known for their long, golden hair and nonexistent beards. They are known for their acceptance, they are usually considered to have minds that are practically non-existent and in battle they are known to mutinous , their favored tactic is a slow artillery supported advance. They are organized into republics lead by a council who takes his place by killing his predecessors. The race worships the gods of war, they make offerings of food on mondays to their god(s). They are known to possess magic including battle magic and wild magic.”

Half-orcs with golden hair. First thing that came to my mind was gullinbursti, the golden boar from Norse mythology.

Gullinbursti are half-orcs with a strong strain of elf blood (so it’s no surprise they are outcasts and loners). They have the faces of orcs with long, golden hair on their heads, and shorter fur on the rest of their body. Gullinsbursti have a more intelligent look in their eyes than most half-orcs.

Gullinbursti are medium-sized creatures with a base speed of 30 feet. Their mix of orc and elf blood grants them a one point bonus to their starting strength score, and though they are more urbane than the average half-orc, their piggish faces leave them with a one point penalty to their starting charisma score. These modifications cannot put a score above 18 or below 3.
Gullinbursti have darkvision to 60 feet. They have a 30% magic resistance to sleep and enchantment spells, and are immune to the paralyzing touch of ghouls.

Gullinbursti speak Common. They might also speak Elf, Orc, Gnoll, Goblin, Hill Giant, Ogre or Dragon.

Gullinbursti can multi-class as cleric/fighters, fighter/magic-user and fighter/thief at fist level. If they choose not to multi-class at first level, they can change careers as humans.

MOGS

“This culture is made up of Catmen, they are known for their short, orange hair and long beards. They are known for their acceptance, they are usually considered to be dumb as a box of rocks and in battle they are known to disciplined, their favored tactic is a head-on charge. They are organized into bands lead by a warleader who takes his place by being chosen by his predecessor. The race worships a pantheon of gods, they make offerings of food on mondays to their god(s). They are known to possess magic including prayer magic and clerical magic.”


There are plenty of what you might call stereo-typical catmen out there – high dexterity, etc. I’m picturing something more akin to Garfield – lazy, stout bastards who enjoy killing things smaller than they.

Mogs are big-boned cat people with long, orange fur and black tabby markings. They have long “beards” on their chins and narrow eyes that never betray their emotions. Mogs have a penchant for cruelty and bullying, and most people have a tough time trusting them.

Mogs are medium-sized humanoids with a movement rate of 30. They are a sluggish folk, and suffer a one point penalty to their starting dexterity score. Although they prefer to save their energy, they are always on the alert, and enjoy a one point bonus on their starting wisdom score. These modifications cannot put a score above 18 or below 3.

Mogs have darkvision to 60 feet. They are only surprised on a roll of 1 on 1d8 and have a knack for finding secret doors and listening at doors. Mogs become excited when they know a foe is on the ropes, getting a +1 bonus to hit and damage against creatures with fewer than half their starting hit points.

Mogs speak Common and their own tongue. They might also speak Dwarf, Elf, Gnoll, Goblin and Halfling.

Mogs cannot multi-class, as they are simply too lazy to be bothered.

HOBORKS

“This culture is made up of Hoborks, they are known for their short, red hair and short beards. They are known for their generosity, they are usually considered genius and in battle they are known to attack at the right moment, their favored tactic is an ambush. They are organized into bands lead by a warleader who takes his place by being elected. The race worships Order Gods, they make offerings of weapons to their god(s). They are known to possess no magic.”

Illustration by the great Tony DiTerlizzi

This one works based on the word “hoborks” alone. It could be interpreted as hobgoblin-orc crossbreeds, but hobbit-orc crossbreeds would be pretty kick ass as well. For this one, I wanted to base it on a halfling made big and stupid with orc blood.

Hoborks look like large, ugly halflings with black, bristly hair on their heads, feet and hands. They have lank legs and arms and big hands (known for their iron grips) and feet. Hoborks are pig-headed, hamfisted bullies who love a good fight (but not a fair fight).

Hoborks are medium-sized creatures with a movement rate of 20 (due to their bow legs) and darkvision to a range of 120 feet. Hoborks are as tough as nails, and loathe to succumb to pain, so they enjoy a one point bonus to starting constitution. This same pig-headed-ness and “full speed ahead” sort of thinking deprives them of one point of their starting wisdom score. These modifications cannot put a score above 18 or below 3.

Hoborks have a knack for moving silently, for they prefer to surprise foes from behind. Their large hands grant them a +1 bonus on grapple attacks – they are born stranglers.

Hoborks speak Common and Halfling. They might also speak Dwarf, Orc, Goblin, Kobold, or Ogre.

Hoborks can multi-class as cleric/thieves, fighter/thieves and magic-user/thieves at fist level.

The She-Devil

She-devils are females possessed not only of a righteous rage towards oppressors – especially male oppressors – but also the gift of puissance at arms from the goddess Scathach (or whatever war goddess best fits your milieu). Although she-devils often look the part of barbarians for their lack of armor (it is considered cowardly) and lack of covering (they have no shame in showing their feminine strength), they should not be confused for simple berserkers. She-devils are peerless swordswomen who draw their power from their vows of purity and dedication.

She-devils advance using the paladin XP scheme (see Blood & Treasure Players Tome).

Requirements: Strength and wisdom 11+, dexterity and charisma 14+

Hit Dice: d8 to 10th level, +3 hit points per level thereafter

Armor Allowed: Mail shirts (or shirts of leather, scale or ringmail*), shields and bucklers

Weapons Allowed: Any

Skills: Bend bars, break down doors, riding

She-devils must make a vow of chastity that can only be broken for a lover who has first defeated them in combat. If this vow is not upheld, the she-devil loses her special abilities. Her attack bonuses are reduced to that of a thief of the same level. She must atone to regain her abilities and must kill the person for whom she broker her vow. In addition, she-devils may not hire male henchmen, though they may use male hirelings and may adventure with male characters.

A she-devil enjoys a blanket +2 bonus to Armor Class due to her fluid fighting style and the blessings of Scathach. She-devils armed with a medium or larger weapon can deflect missiles, as a monk.

Although they balk at intimate human contact, a she-devil has a particular ability to affect the emotions of men. Once per day per level, a she-devil can exude an aura (30-ft. radius) that affects all men within the aura as either a crushing despair or cause fear spell. They can alternatively use this aura to inspire women as though using either the good hope or rage spell.

A she-devil can fly into a righteous rage under the following conditions: If she sees the weak being threatened or harmed by the powerful, if she sees a female humanoid being threatened or harmed, or if she is reduced to less than half her normal hit point total by a male humanoid (or monstrous humanoid). A raging she-devil enjoys a bonus to all saving throws, Armor Class and attack rolls equal to her charisma modifier. This rage lasts for 6 rounds. When it is over, the she-devil is fatigued (see conditions) for 1 hour. A she-devil can fly into this rage no more than three times per day.

A 6th level she-devil (hellion) may attack twice per round with a melee weapon.

A 9th level she-devil may establish a stronghold. She attracts a sisterhood of 2d6 amazons (of an alignment comparable to her own) and 4d6 commoners, all women and children, seeking shelter and safety.

A 12th level she-devil may invoke her righteous rage against male (or masculine) outsiders. In addition, the she-devil generates an effect equivalent to the protection from evil spell against these outsiders. 

* A shirt of armor grants a bonus to Armor Class one lower than a full suit – thus, a ringmail shirt grants an AC bonus of +2 instead of the +3 granted by a full suit of ringmail.

The Queens of Elemental Air

Readers may remember my Queens of Elemental Earth from a while back. Today, I introduce their rivals (are they rivals? I have no idea), the Queens of Elemental Air. Enjoy …

Among the entities that fill the air, the sylphs and air elementals and minor godlings and disembodied spirits, there are five rarefied entities commonly referred to as the Queens of Elemental Air. There is no kinship between these queens, and though they are not actively at war with one another, they each regard the others as neither here nor there – not with contempt, but with royal disinterest.

The queens dwell in the more refined quarters of the Elemental Plane of Air, in “palaces” of colored gas and variegated temperatures that they regard much as a human would a building of many rooms, each lovely in its own way. They are typically surrounded by their followers, and while each is powerful in her own right, they are also well guarded by their adoring court and by petitioners to their court.

All of the queens are permanently in a gaseous form, and can make themselves any size from tiny to huge. They typically appear as medium-sized humanoids. For each size category smaller, they increase their effective Hit Dice total by 2 and reduce their effective Armor Class by 2 (as they are more solid and thus easier to hit). For each size category larger, they reduce their effective Hit Dice by 2 and increase their effective Armor Class by 2.

All of the queens are immune to acid, electricity and sonic energy and resistance to cold and fire.

HELIA
Medium Elemental, Lawful (NG), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6) or cosmic ray (120′ / 2d6 damage + mutation)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Helia appears as a radiant queen surrounded by a glowing aura (as bright as daylight) with a diameter of 200 feet. Creatures that enter this glowing aura must pass a saving throw each round to avoid a charm monster effect. Helia commands the respect of both air and fire elementals, and they mingle about her in rapid orbit like electrons around a nucleus. Helia is fearsome and arrogant, the “center of the universe” who regards all creatures of less than solar or arch-demon status as beneath her dignity. She employs a series of servants to communicate with her major domo, a deva called Atron.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 65%

Spells: At will–daylight, minor creation, searing light, shield; 3/day–cone of cold, legend lore, lightning bolt, sunbeam; 1/day–major creation, summon monsters IX (air and fire elemental creatures only), sunburst

NEA
Medium Elemental, Neutral (N), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6) or cosmic ray (120′ / 2d6 damage + mutation)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Nea dwells in a swirl of glowing, colored gases. She appears as a glowing, red female humanoid, airy and slightly indistinct, and surrounded by a devoted and adoring air and lightning elementals (2d6 of each, variable sizes), who create a wondrous clangor and exciting din as they dance and weave about their queen. Nea is a queen who appreciates excitement, though she rarely participates in it. She enjoys fetes and musicians and allows bits of her own gaseous form to enter their lungs and be expelled through their instruments.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 55%

Spells: At will–color spray, light, protection from normal missiles, shield; 3/day–confusion, crushing despair, daylight, globe of invulnerability, good hope, polymorph other; 1/day–summon monsters VIII (air elemental creatures only)

ARGA
Medium Elemental, Neutral (CN), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d4)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Arga dwells on a great chunk of emerald (about 8 feet long and 4 feet wide) that rests upon a windswept plateau of stone that floats in the bustling winds of the Elemental Plane of Air. She lounges on this “fainting couch”, a woman of luminous green gas attended by sylphs wearing hazy perfumes and guarded by two djinn. An equally sonorous court reposes on the plateau.Β  Arga is unconcerned with anything but herself, but will lend her air to those who promise a great reward. She takes lovers, even mortal lovers, often, and many now make up her court, for though she often tires of them and forgets them, she never drives them away.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 45%

Spells: At will–chill metal, color spray, light, searing light, shield; 3/day–confusion, prismatic sphere, prismatic spray; 1/day–fusion (self with other), summon monsters VIII (air elemental creatures only)

KRYPTA
Medium Elemental, Neutral (N), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Krypta is the “hidden one”, a shy spirit who prefers solitude to the goings on of court. Her form is transparent and translucent, but surrounded by an aura of white gas that outlines her. She nonetheless travels with two aerial servants, one tinged red, the other blue, who act as her valets and bodyguards. She roams the elemental sky, and for this reason often attracts the attention of dragon horses. Krypta appreciates wit and intellect, but despises the boastful and arrogant, enjoying laying these folk low.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 55%

Spells: At will–cause fear, light, searing light; 3/day–invisibility, ray of enfeeblement, fear, stoneskin (the stone skin envelops her form and appears as white crystal); 1/day–meteor swarm, summon monsters VII (air elemental creatures only)

XENA
Medium Elemental, Neutral (N), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Xena is a stand-offish woman, slightly paranoid and well guarded by 10 large air elementals. She dwells within a crystal sphere that floatΒ  through the Elemental Plane of Air, a sphere that can open and close by her will alone. She appears as a female humanoid of luminous blue gas that sometimes flares with flashes of electricity, especially when she is angry.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 65%

Spells: At will–sleep, suggestion; 3/day–globe of invulnerability, haste, iron skin (her form is enveloped by a sky blue suit of plate armor), lesser restoration, polymorph other; 1/day–fission, summon monsters VII (air elemental creatures only)

RADA
Medium Elemental, Chaotic (NE), Super Intelligence; Unique

HD: 21
AC: 26 [+2]
ATK 2 wind buffets (2d6)
MV Fly 300
SV F 3, R 3, W 3
XP 10,500 (CL 24)

Rada appears as a female humanoid of translucent air, with a black orb floating in the midst of her head. Her arms are long and her fingers and toes come to talon-like points. Rada’s court is composed of belkers and disgruntled aerial servants, not to mention a few incorporeal undead, like spectres. She is a dire queen who is said to be worshiped by subterranean peoples by sacrificing the weak in caverns filled with poisonous gas.

Special Qualities: Immune to acid, electricity and sonic, resistance to cold and fire, gaseous form, magic resistance 45%

Spells: At will–doom, faerie fire, inflict light wounds, silence; 3/day–cause disease, enervation, gaseous form (other), ray of enfeeblement, rusting grasp; 1/day–energy drain, improved invisibility, summon monsters VII (air elemental creatures only)

Blood & Treasure Complete is … Complete!

OK – last bit of advertising for a while, I promise!

The complete version of Blood & Treasure, which puts the Players Tome and Treasure Keepers Tome together in one package is now on sale as a …

Hard Cover for $35.99

Soft Cover for $22.99

E-Book (PDF) for $11.99

As before – if you buy a hard cover, send me the Lulu receipt (email address over there to the right) and I’ll send you a link to download the e-book for free.

Glad to finally be finished – hopefully no new errors have crept into it. I’m sending this one straight out without seeing the preview copies, as a few people (you know who you are) have been waiting anxiously. If the game pays for itself plus a little extra, I’ll be ecstatic, but if it does no more than give people an enjoyable game to play, I’ll be satisfied.

I’ll try to get a more substantive post up for you to read tomorrow – thanks for your patience.

Treasure Keepers Tome … It’s Alive! [Blood and Treasure]

Yes indeed. Just put this puppy up for sale on Lulu.com

Hard Cover is $29.99

Soft Cover is $18.99

E-Book (PDF) is $8.99

Now, to answer the first question … Complete will be up tomorrow. I have a couple adjustments to make on that one, and I just don’t have time today to make it happen.

To answer the second question … Yes, if you buy the hard cover and send me a copy of the Lulu receipt, I’ll send you a link to a free download of the PDF.

Best news of course … Lulu is doing a 15% off sale this week (code is PADDLE15), so if you act fast you can save a few coins.

I hope people enjoy the books and the game. I’m going to have the introductory adventure up pretty soon as well, probably early next week. It will be available as a free download or a pretty cheap book (about 20 pages, soft cover) and include some pre-generated characters.

A Skeleton For Every Occasion (18 of them, in fact!)

Image from Wikipedia

The old fashioned skeleton is a great monster for low level parties – maybe even mid-level parties in large enough numbers – but I thought I’d put my mind to making a skeleton for every level. Enjoy …

SAWBONES
Medium Undead, Neutral (N), Non-Intelligent; Gang (1d6)

HD: 2
AC: 15
ATK: 1 cleaver (1d4+1) and 1 saw (1d4 + rend flesh)
MV: 30
SV: F15 R15 W12
XP: 100 (CL 2)

Sawbones are animated skeletons that have had cleavers grafted to the right arms and serrated blades attached to their left arms, in both cases replacing their hands. Victims of a saw-blade attack who suffer maximum damage must pass a Reflex saving throw or suffer an additional 1d4 points of damage from the blade sawing at their flesh and bone. If said victim is wearing armor, they instead make an item saving throw for their armor; failure indicates the armor has been damaged and loses one point of its armor bonus until repaired. No armor can lose more than half its armor value (rounding down) from this attack.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

DRY BONES
Medium Undead, Chaotic (CE), Low Intelligence; Gang (1d4)

HD: 3
AC: 15
ATK: 2 claws (1d4) or by weapon
MV: 30
SV: F14 R14 W13
XP: 300 (CL 4)

Dry bones are animated skeletons capable of drawing the moisture out of the surrounding environment, including creatures. The dry bones always generates a 10-ft. radius area of blight (per the spell). Once every 1d4 rounds it can generate a cone (10′) of desiccating wind that deals 3d6 points of damage to most living creatures and 3d8 points of damage to plant creatures and water elemental creatures (Fortitude save for half damage). Any liquids within the cone must pass an item saving throw or be destroyed (including magic potions, which save at +1). Other items might also be ruined, as determined by the Treasure Keeper.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), resistance to fire

HURLER
Medium Undead, Chaotic (CE), Low Intelligence; Gang (1d6)

HD: 4
AC: 15
ATK: 2 claws (1d6) and skull (1d4 + poison III)
MV: 30
SV: F14 R14 W12
XP: 400 (CL 5)

Hurlers are skeletons that can remove their skulls and hurl them at targets. If these skulls hit, they bite the target for 1d4 points of damage and inject Poison III into them (Fortitude save to negate poison). The target must also make a Fortitude saving throw or the skull clamps down on them and continues to deal bite damage (but not inject more poison) each round thereafter until the target can make a successful grapple attack against it to remove it. A hurler can continue to fight without its head, and if it gets the chance can pick it back up and throw it again. A hurler skull can only be thrown by the hurler it belongs to.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

WINGED SKELETON
Medium Undead, Chaotic (CE), Average Intelligence; Gang (1d4)

HD: 5
AC: 16
ATK: 2 claws or talons (1d6) or by weapon
MV: 30 (Fly 40)
SV: F13 R13 W11
XP: 500 (CL 6)

These skeletons are covered in leathery flesh and have two large, bat-like wings sprouting from their backs. They are more intelligent than normal skeletons, and use their ability to fly to full effect.
Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

DRAGON BONES
Medium Undead, Chaotic (LE), Low Intelligence; Gang (1d6)

HD: 6
AC: 16
ATK: 2 claws (1d6) or by weapon (1d8)
MV: 30
SV: F12 R12 W11
XP: 600 (CL 7)

Dragon bones are skeletons that rise from chromatic dragon teeth that have been sewn into the ground. The skeletons rise fully armed and armored, with scale mail (the color approximates the color of the dragon to whom the teeth belonged), shield and longsword or battle axe. These skeletons are immune to either fire, electricity, acid or cold, depending on their dragon “parent”.

Black Dragon: Acid
Blue Dragon: Electricity
Green Dragon: Acid
Red Dragon: Fire
White Dragon: Cold

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), resistance to energy (see above), magic resistance 5%

BLOODY BONES
Medium Undead, Chaotic (CE), Average Intelligence; Gang (1d4)

HD: 6
AC: 16
ATK: 2 claws (1d4 + blood drain) or by weapon (1d6)
MV: 30
SV: F12 R12 W10
XP: 600 (CL 7)

Bloody bones are skeleton covered in a sheen of slimy, red blood. They are especially difficult to grapple (DC 20), though why one would want to is beyond me, and they are surrounded by a 5-ft. radius of blood that acts as a grease spell. Creatures struck by the bloody bone’s claws must pass a Fortitude save or those claws pierce the flesh for an additional 1d4 points of damage and then begin draining blood at the rate of 1 point of constitution damage per round until the bloody bone’s grasp is broken, either with a successful grapple attack, or with an attack from a weapon that deals at least 6 points of damage.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

LAZY BONES
Medium Undead, Chaotic (NE), Average Intelligence; Yawn (1d4)

HD: 7
AC: 15
ATK: 2 slams (1d4) or by weapon (1d6)
MV: 30
SV: F12 R12 W10
XP: 700 (CL 8)

A lazy bones looks like a normal skeleton, though it is always wrapped in a black cloak. The skeleton constantly emits a strange, piping noise that acts as a sleep spell (Will save to resist; sleep for 1 hour). It gives off a 10-ft. radius aura that drains strength. Each foot of distance one travels within this aura forces a character to pass a Will saving throw or suffer 1d3 points of strength damage. Strength returns at a rate of 1 point per hour after one leaves the lazy bone’s aura.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

SCREAMING MEANIE
Medium Undead, Chaotic (CE), Low Intelligence; Howl (1d4)

HD: 7
AC: 15
ATK: 2 claws (1d4) or by weapon (1d6) or scream (see below)
MV: 30
SV: F12 R12 W11
XP: 700 (CL 8)

A screaming meanie can emit a piercing scream, once per battle and lasting for 4 rounds. This scream does not prevent it from attacking with claws or weapon. All within a 30-ft. cone must pass a Fortitude saving throw or be struck deaf for 1d6 hours and must also pass a Will saving throw or flee from the screaming meanie for 1d6 rounds.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

BLACK BONES
Medium Undead, Chaotic (NE), Average Intelligence; Solitary

HD: 8
AC: 15
ATK: 2 claws (1d4) or by weapon (1d4 + poison IV)
MV: 30
SV: F11 R11 W9
XP: 800 (CL 9)

Black bones are the animated remains of skilled assassins. They generate a field of impenetrable darkness 20 feet in radius and are also under the permanent effect of a silence spell. Naturally, a black bones can see through its own darkness, though the darkvision of other creatures does not pierce it. They are always armed with poisoned daggers. A black bones can backstab as an assassin for triple damage.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

BONE-SPUR
Large Undead, Chaotic (CE), Low Intelligence; Gang (1d3)

HD: 8
AC: 16
ATK: 2 claws (1d6)
MV: 30
SV: F10 R11 W10
XP: 800 (CL 9)

Bone spurs are animated from the remains of ogres. They are covered with barb-like growths that slash and tear at the flesh of creatures engaged with them in hand-to-hand combat. All creatures engaged in melee combat with a bone-spur must pass a Reflex save each round or be slashed for 1d4 points of damage. If 4 points of damage are scored, the bone barb detaches from the bone-spur and becomes caught in the victim’s flesh or clothing. The next round, the barb grows into a full-sized skeleton (per the normal skeleton stats) that can make a free grapple attack on its victim. A bone-spur can produce a maximum of ten skeletons in this way.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons)

BLAZING BONES
Medium Undead, Chaotic (CE), Average Intelligence; Gang (1d3)

HD: 9
AC: 16
ATK: 2 claws (1d4 + 1d6 fire)
MV: 30
SV: F11 R11 W9
XP: 900 (CL 10)

A blazing bones appears as a skeleton wreathed in flame. All creatures within 10 feet of the monster are affected as though by a heat metal spell, and all in melee combat with the skeleton must pass a Fortitude save each round or suffer 1d4 points of fire damage. Once per day, a blazing bones can breath a cone (20′) of fire that deals 4d6 points of damage (Reflex save for half damage).

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), immune to fire, vulnerable to cold

BONE CHILLER
Medium Undead, Chaotic (CE), Average Intelligence; Gang (1d3)

HD: 9
AC: 16
ATK: 2 claws (1d4 + 1d6 cold)
MV: 30
SV: F11 R11 W9
XP: 900 (CL 10)

A bone chiller appears as a skeleton clad in a thick layer of ice. All creatures within 10 feet of the monster are affected as though by a chill metal spell, and the ground to a 20-ft. radius around the monster is covered in frost and ice (per a grease spell).

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), immune to cold, vulnerable to fire

BRONZE BONES
Medium Undead, Chaotic (CE), Average Intelligence; Gang (1d3)

HD: 10
AC: Variable
ATK: 2 claws (1d8)
MV: 30
SV: F10 R10 W8
XP: 1000 (CL 11)

Bronze bones are skeletons covered in a coating of metal. Despite the name, the metal varies, determining the monster’s Armor Class as well as special abilities:

Bronze: True bronze bones have an AC of 17 and can heat metal around them in a 5-ft. radius.

Steel: Steel bones have an AC of 18; wooden weapons that hit them (including metal weapons with wooden hafts) must make an item saving throw or be broken.

Lead: Lead bones have an AC of 16 and are surrounded by a 30 ft. radius aura of slow (per the spell) that permits no saving throw (though it is countered by a character under the effects of the haste spell).

Mithral: Mithral bones have an AC of 19; in the presence of light, all creatures within 10 feet of a mithral bones must pass a Fortitude save each round or be blinded for 1d6 minutes.

Adamantine: Adamantine bones have an AC of 20; non-adamantine weapons that hit them must make an item saving throw or be broken; weapons that break deal only half damage.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), resistance to fire, immune to electricity

FUNNY BONES
Medium Undead, Chaotic (CE), Average Intelligence; Gang (1d4)

HD: 10
AC: 17
ATK: 2 claws (1d6)
MV: 30
SV: F10 R10 W8
XP: 1000 (CL 11)

Funny bones are capable of separating into their constituent parts and then re-assembling. When struck for 4 or more points of damage by a physical attack from a bludgeoning weapon (or force effect), the funny bones separates into two demi-skeletons, each with 5 hit dice, a single attack and a movement rate of 20. These demi-skeletons can also be divided into piles of bones with 2 hit dice, no attacks, and a movement rate of 10. Demi-skeletons and bone piles can reassemble by touching. If 3 demi-skeletons (or 6 bone piles) manage to come together, or a full funny bones and a single demi-skeleton or 2 bone piles comes together, they form a creature with 15 hit dice, four attacks and a movement rate of 40. These creatures can only be divided (into funny bones) by scoring at least 8 points of damage. Two of these super-skeletons can join together to form a 20 hit dice mega-skeleton with six attacks. Mega-skeletons can only be divided (into super-skeletons) by scoring at least 16 points of damage.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), regenerate

HOLY BONES
Medium Undead, Lawful (LG, NG, CG), High Intelligence; Solitary

HD: 11
AC: 18
ATK: 2 slams (1d4+1) or heavy mace (1d6+1)
MV: 30
SV: F10 R10 W7
XP: 1100 (CL 12)

Holy bones are the animated remains of lawful high priests. In effect, they are living reliquaries, sealed into plate armor (15% chance of being +1 plate armor) and armed with a heavy mace (15% chance of being a +1 heavy mace). Holy bones function under a permanent protection from evil effect, and in each of their bony fingers they can score a single cleric spell (two spells each of levels 1 through 5) that can be cast once per day. They are typically left as guardians of the catacombs under monasteries.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), magic resistance 25%

SKELEPEDE
Large Undead, Neutral (N), Non-Intelligent; Solitary

HD: 12
AC: 18 [+1]
ATK: 6 slashes (1d8) and bite (1d6 + poison -see below)
MV: 40
SV: F8 R9 W7
XP: 3000 (CL 14)

A skelepede is a massive centipede-shaped monster composed of hundreds of humanoid or animal bones. They are non-intelligent and usually left as brutish guardians by necromancers. The clicking sound of the monster’s myriad components forces attackers within 10 feet to pass a Will save each round or suffer from a confusion effect. Targets bitten by the monster must pass a Fortitude save or succumb to a bone-softening poison. Targets who fail this save suffer 1d4 points of constitution damage and lose 5 feet from their normal movement rate.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), regenerate, magic resistance 30%

CRYSTAL SKULL
Medium Undead, Chaotic (CE), High Intelligence; Solitary

HD: 13
AC: 18 [+1]
ATK: 2 claws (1d6) or spell (see below)
MV: 30
SV: F9 R9 W6
XP: 3250 (CL 15)

A crystal skull looks like a skeleton composed of a crystalline substance as hard as steel. Their bones glow with a light as powerful as that produced by a lantern, and so long as this light is not suppressed by magic darkness (the monster has magic resistance 50% against magical darkness effects), it can use one of the following spells: At will-dancing lights, hypnotic pattern, searing light; 3/day-prismatic spray, sunbeam; 1/day-prismatic sphere, sunburst.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), magic resistance 30%, immune to fire, acid and electricity, vulnerable to sonic damage

SKELETRIX
Medium Undead, Chaotic (CE), High Intelligence; Solitary

HD: 14
AC: 16 [+1]
ATK: 2 claws (1d6 + energy drain) or symbol (see below)
MV: 30
SV: F8 R8 W5
XP: 3500 (CL 16)

A skeletrix is a skeletal figure, usually garbed in women’s clothing and always painted in bright patterns that are actually glyphs of power. A skeletrix can use each of the symbol spells once per day, and can generate two symbols per round. The touch of a skeletrix drains 1 level (Will save to negate). Their presence causes fear (as the spell) in creatures with 5 or fewer Hit Dice.

Special Qualities: Immune to illusions and all mind-affecting spells, weapon resistance (edged and piercing weapons), magic resistance 45%

Blood and Treasure Players Tome Now Available!

PLAYERS TOME NOW AVAILABLE!

I used an exclamation point because I’m excited … whether anyone else is, I have no idea. But, the Players Tome is now up for sale at Lulu.com in three flavors:

E-BOOKΒ  $7.99

PAPERBACK $15.99

HARD COVER $24.99

If you purchase the hard cover, email me (you can find the address in the right-hand column) with a copy of the lulu.com receipt and I’ll give you a link and password to download the PDF for free (please God let this work without a hitch!).

I’m about 80% finished with editing the Treasure Keepers Tome. When I finish editing, I’ll create and order a review copy, and when I make final changes, I’ll put the Treasure Keepers Tome and Complete Editions up for sale. IMPORTANT – If you want the Complete Edition that puts the Players Tome and Treasure Keepers Tome together in the same book, PLEASE DO NOT order the Players Tome today. Be patient … it’s just around the corner.

Getting There is Half the Annoyance

Before our regularly scheduled post, a brief word from our sponsor …

The print copy of NOD 15 is now available for sale. Click on the picture of Lucifer to the right to find the sales page. Remember, the money you spend on NOD goes to supporting artists and buying presents for my wife and daughter. Now back to the post …

I was thinking about overland travel yesterday. I use the following overland travel rates in Blood & Treasure, which I lifted from Col. Sir Garnet J. Wolseley’s excellent The Soldier’s Pocket-Book for Field Service, based upon his military service during the 19th century.

The rates are as follows (miles per day):

Ass/Donkey – 16
Camel – 20
Dog – 10 (i.e. dog sled)
Elephant – 18
Griffon – 6 on foot / 18 on the wing (yeah, a few of these weren’t from Col. Wolseley’s book)
Hippogriff – 16 on foot / 32 on the wing
Horse – 16
Humans – 6 in a large group, 12 in a small group
Llama – 15
Mule – 16
Ox – 5
Pegasus – 16 on foot / 36 on the wing
Reindeer (team) – 75

This is easy enough to use – allows players and referees to plot things out (i.e. the Temple of Doom is 30 miles away, we can get there in 3 days on foot if we don’t hire a bunch of men-at-arms, etc.)

To make it a little more organic, though, you could randomize it. In essence, let the adventurers roll a number of D6 per day to see how much progress they make each day. To keep it simple, divide those numbers above by 3.5 to find out how many dice to roll, rounding down. If the party has a druid or ranger with it, or a native guide, let them roll an extra D6. If traveling through especially tough terrain, roll D4’s instead.

So, if traveling by donkeys, a group rolls 4d6 to see how many miles they cover in a day.

Another way to go would be to assume on major problem per day (if you’ve ever done a family road trip, you know this is probably generous) that the adventurers have to solve, usually through wise preparation. If they don’t, they lose 1d6 miles of travel (maybe more) on that day. Some problems could include:

Monster Attack (can be solved by surprising the monsters and running away)

Heat Exhaustion (can be solved by wearing the proper clothing, drinking a double ration of water, etc.)

Injured Animal (can be solved by having extra mounts or pack animals, or casting the appropriate spells)

Broken Wagon (assuming wagons are being used – boy, would they slow you down – could be solved by having the proper tools and replacement parts or being able to cast spells like make whole or mending)

Illness (random minor complaint that can be solved with the proper spells – cure disease, purify food and water – assume it strikes at least half the party, maybe the half with the lowest Constitution scores)

You get the idea. This would reward smart planners and maybe provide some color to the journey.