Shades of Green

Ah – Green! The color of plants and She-Hulk, Spring and infections. Also the color of nasty reptilian beasts who belch chlorine gas. Enjoy some variations on the green dragon …

Moss Dragon: The moss dragon is a small green dragon with a serious inferiority complex. A bully, it lurks near rivers and streams, its grey scales mottled with green looking like a moss-covered boulder, and then jumps out at travelers demanding their lunch money. They dwell in burrows dug into river banks. The entrance to the burrow is always submerged, while the main dwelling cave is above the water table (well, most of the time). Moss dragons breath a pale green vapor that condenses on the skin (or armor) as green slime. The cloud is 30-ft in diameter. All within must pass a saving throw or be struck by a green slime (with all the fun that entails). Moss dragons only have a 25% chance of speaking, but the normal chance of magic-user if they do speak.

MOSS DRAGON: HD 7 (28 hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 9; CL/XP 10/1400; Special: Camouflage (surprise on 3 in 6), slime breath.

Chartreuse Dragon: Chartreuse dragons are large brutes, with a tortoise-shaped body (no shell) and a wicked sense of humor. Chartreuse dragons enjoy luxury and decadence – the heady scent of exotic perfumes, rare delicacies, soft silk cushions, etc. Their eyes, large and golden, can hypnotize and command humanoids (save at -2 vs. charm monster), and people enslaved are used to construct wooden palaces in hard-to-find places. A chartreuse dragon has an 85% chance of speech, but only a 5% chance for magic-use, as their lazy minds are rarely up to the mental contortions and acrobatics needed to bend reality. Their breath is an acidic fog that covers a 60-ft diameter area and deals 1d6 points of damage per round to everyone and everything in the vicinity. Assume that armor can suffer 2 points of damage per armor bonus before it is useless, and weapons damage equal to their own maximum damage output. Magical items are unaffected by this acid. A chartreuse dragon’s acid breath has reduced more than a few adventurers to Frazetta-esque nudity!

CHARTREUSE DRAGON: HD 9 (36 hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; CL/XP 11/1700; Special: Breathes poison gas.

Celadon Dragon: These medium-sized beasts dwell in the tree tops. They have sinuous bodies, like constrictors, with stubby legs that are tipped with long claws for climbing trees. They have two rows of spines on their backs that are connected with a thin membrane. When held close to their bodies, they nearly disappear, but when unfurled they look like sails, and allow the beast to glide and fly. Celadon dragons are ill-tempered brutes that kill as much for the fun of it as for practical reasons. Celadon dragons always speak, but they never cast spells. Their poisonous cloud breath (50-ft diameter) causes half normal breath damage and robs people of 1d4+1 points of strength, dexterity and constitution as it sears their lungs. While the hit point damage from a celadon dragon’s breath cannot be reduced with a saving throw, the ability score damage can be so negated. Lost ability score points are regained at the rate of 1 point per night of complete rest. Points not regained after one week are lost permanently.

CELADON DRAGON: HD 8 (32 hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (2d10); Move 9 (Fly 18); Save 8; CL/XP 10/1400; Special: Poison gas.

Beryl Dragon: Beryl dragons are large, overbearing know-it-alls. More neutral than chaotic, they are always capable of speech, though rarely capable of interesting speech. Beryl dragons are sages (per the rules for sages) with a pedantic, superior attitude. They stock their lairs with scrolls and books and sometimes resort to chaining humanoid sages to the walls as a sort of living reference source. Beryl dragons are severely near-sighted, making escaping their attention at long distance somewhat easy. They are always magic-users, with the normal complement of green dragon spells plus the following: Detect magic (at will), ESP (at will), legend lore (1/day) and sleep (1/day). They can communicate telepathically up to a range of 100 feet. The gas exhaled by a beryl dragon is a vivid green and covers a diameter of 30 feet. Creatures within the gas must pass a saving throw or lose their memories for 24 hours. During this time, their effective class level and hit points are reduced to one half (i.e. they retain some of their skill, but not all of it).

BERYL DRAGON: HD 9 (36 hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; CL/XP 12/2000; Special: Forgetting gas, spells.

Viridian Dragon: These medium-sized green dragons live among rocky places in small caves, curing their snake-like bodies into a coil. They are extremely greedy and paranoid, though not entirely evil – some even become boon companions of similarly greedy people provided the dragon always gets the first choice and largest share of discovered treasure. Viridian dragons bury their treasure in multiple locations around their lair and cannot be forced to divulge its location by anything less than a wish (and a saving throw applies here to force the truth out of them). A viridian dragon’s breath is like a powerful drug. It makes people who fail a saving throw immune to fear and besets them with powerful, frightening hallucinations (per the nightmare spell, only while awake). These effects last for 2d6 hours and are then followed by withdrawal symptoms for 1d6 days minus a victim’s constitution bonus. Withdrawals include chills, nausea and an aching neck and shoulders. Viridian dragons have the normal green dragon chance for speaking and magic-use.

VIRIDIAN DRAGON: HD 8 (32 hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d8); Move 9 (Fly 18); Save 8; CL/XP 10/1400; Special: Hallucinogenic gas.

Harlequin Dragon: Harlequin dragons are small, feral looking beasts that dwell in mountain caves overlooking tracts of woodland. Harlequin dragons always look like their grinning, but this is just a trick of their anatomy, for they are morose and moody things that despise life. Harlequin dragons have the normal chance to speak for green dragons, but no chance to cast spells in the normal sense. All harlequin dragons, however, are capable of summoning the local wildlife (say, 1d3+3 wolves or 1d3 brown bears) once per day and they can command and speak with plants. Their poisonous breath covers the same diameter as a green dragon’s (50 feet) but causes uncontrollable laughter (as the spell) rather than damage.

HARLEQUIN DRAGON: HD 7 (28 hp); AC 2 [17]; Atk 2 claws (1d6), 1 bite (2d8); Move 12 (Fly 24); Save 9; CL/XP 10/1400; Special: Command plants and animals, laughing gas breath.

Illustration from CLKER

What If?

Over the weekend, I was sitting with the daughter on the couch, watching MST3K Gamera movies and old Spider-Man cartoons on Netflix and watching her use Fabrica Herois to make public domain superheroes. While she was doing that, an idea popped into my head of what Spider-Man might have looked like had he been invented in 1938, and likewise what a 1960’s Superman might have looked like. So, seizing the laptop I put together some notions on interposing Spidey and Supes, and then Daredevil and Batman. Here, then, are my “What If?” origins of these characters and their little costume sketches.

Spiderman

Daily Bugle photo-journalist Peter Parker has been everywhere and done everything while snapping pictures for his hard-nosed publisher, J. Jonah Jameson. Maybe his most fantastic adventure occurred in Cairo, when he was accosted in a dark alley by a desperate old man who pressed a strange little golden amulet into his palm. The man, it turned out, was on the run from art smugglers. Putting on the amulet, Parker discovered he gained the powers of a spider! Using these powers and quickly crafted mask, he foiled the smugglers and turned in the expose’ to Jameson. Back in New York, he continues to fight crime as the mysterious Spiderman, all while dueling ace reporter Betty Brant and dallying with fashion model Mary Jane Parker. His aunt, May Parker, still lives in the Forest Hills section of Queens.

Super-Man

Young brainiac Clark Kent lives with his parents, John and Martha Kent, in the suburbs of Metropolis. Late one night, Clark gazes at the sky with his telescope and sees a meteorite streak out of the sky, striking nearby. Clark sneaks out of the house on his bicycle and discovers the glowing green meteorite in a nearby park. It bathes him with its rays, and Clark soon discovers by accident that he has gained tremendous powers. Enjoying his new power, he becomes a show-off and misses a chance to save his father’s life when he suffers a heart attack. Realizing his error of his ways, he dedicates himself to helping people with his powers. Clark now tries to balance high school, crime fighting and a job as a cub reporter at the Daily Planet – not to mention his love interests – ambitious fellow cub reporter Lois Lane and pretty girl next door Lana Lang.

Daredevil

Matt Murdoch grows up in Hell’s Kitchen with his father, a boxer. When gangsters of Boss Fisk kill his father, Murdoch makes a solemn vow to destroy all crime in New York City. To this end, he trains mind and body, becoming a crusading lawyer as well as studying under Tibetan yogis, who teach him to “see without eyes”. He adopts the guise of a devil in order to frighten criminals who are a “cowardly and superstitious lot”. While his arch enemy is Boss Fisk, the “Kingpin of Crime”, his most interesting foe is the seductive Russian-born cat burglar known as “The Black Widow”.

Batman

As a youth, Bruce Wayne is struck blind when he is struck by a radioactive rod that flies out the back of a van driven by gangsters who have just stolen an x-ray machine from his father’s medical practice. The rod steals his sight, but gives him the echo-location abilities of a bat, along with other super senses. He soon discovers that his father, a widower, has been killed in the robbery. Inheriting his wealth, Wayne builds it into a vast industrial fortune that he uses to bankroll his war against crime in Gotham City, which he fights as Batman, the Man Without Fear.

NOD 10 Goes Live!

NOD 10 – the August issue – is finally live. The Mutant Trucker article was holding things up, but since I had enough material without it, I’m pushing it back to next issue and getting this show on the road. Here’s the description …

NOD is rounding out Summer with the remainder of the Mu-Pan hex crawl begun in issue 8. It also presents the Leech, a new playable class, randomized chimerae, two new races for PARS FORTUNA, two new Demon Lords and a continuation of Phantastes. 80 pages. 

E-Book (PDF) is up for sale at $3.50. I’ll get the print book up once I get my proof copy. You can visit my Lulu shop HERE.

Hopefully, I’ll get a more entertaining and useful post up later today.

My Old School Bona Fides

Yeah – anyone can claim to be from the Old School (and thus glory in the fabulous honors and rewards thereof), but can they prove it? I was at the parents’ house last night looking through old photos and found a few of me getting my old D-n-D expert set and a couple AD-n-D books.

You’ll also notice a Crossbows and Catapults add-on and Robotech model in this last one. Don’t know why I’m doing the paparazzi move in the photo though. And though I no longer have the box for the Expert set, I still have the expert books and those AD-n-D books to this day. Actually – I have that Crossbows and Catapults stashed somewhere as well. The Robotech model put up a good fight, but was eventually lost.

The Monsters of Space Princess

While I’ve been writing Mu-Pan and plotting out Hell (previews to come soon), I’ve also been slowly filling in the gaps on Space Princess. At this point, I’m about 80% done writing it, having put some yeoman’s work into the monster section yesterday. Most of the beast are re-purposed from Ye Olde Game or d20 Modern, with a couple originals stuck in as well. I still want to invent some more aliens that might lurk in the bowels of a space fortress, but the following list should give you an idea at what adventurers might find in the game. The “danger level” gives an idea of how powerful the monster is.

Now I just need to finish up the starship battle rules, the sample space fortress (or one sector therein) and sort out the art, do some play testing and I’ll have a nice little pulpy beer and pretzels sci-fi game. Should come in at around 50 pages, and therefore be pretty affordable.

Son of Grab Bag

Yes indeed, it’s another grab bag of ephemera …

From the D-n-D Becomes More Real Everyday File

Giant underground river system discovered (well, theorized anyhow) underneath the Amazon system. Dwarves were unavailable for comment.

From the Honest Politician File

Found this at Patrick Owsley’s blog.

From the Favorite Comic Cover Ever File

Honestly – there’s nothing about this cover I don’t like.

From the Best Thing I’ve Seen All Week Dept.

Seriously. Excellent piece of work by Fearless Fosdick at DeviantArt.

From the Wow Department


Jonny Quest Opening Titles from Roger D. Evans on Vimeo.

If you haven’t seen this gem yet, give it a look-see. For me, Jonny Quest is to adventure cartoons what Citizen Kane was to Orson Welles’ movie career. Nobody has been able to top it.

Deviant Friday – jimmymcwicked Edition

Today, I peer uncomfortably at jimmymcwicked. He makes fun drawings of fun stuff that are cool and fun. He also sells his wares HERE. Go visit, won’t you?

COMMANDO

 

 

Yes – he’s a commando. Not a freaking trite, overused ninja.

 

BOSSK

 

 

Generic Future Soldier Girl

 

 

Teela

 

Wonder Woman vs. Cheetah

 

Sgt Rock

 

 

Blobby Guy

 

Hawkeye and Black Widow

 

 

O’Hara, Shana M.

 

 

Shades of Blue

Here are six cousins to the venerable blue dragon.

Azure Dragon: An azure dragon’s sense of self-worth is as majestic as the color of its scales. Azure dragons are mesa dwellers – haughty and self-satisfied. They control the weather over their domains, alternately keeping it dry as dust to discourage large interlopers from approaching and then, when fools dare tread on their domain, causing downpours that turn into flash floods. Azure dragons are medium-sized for blue dragons, with lofty, white horns that curl and nearly meet above its head. Azure dragons are always capable of speech (usually a throaty, superior baritone) and magic. They can always use the following spells: Control weather (at will), call lightning (at will) and lightning bolt (3/day).

| Azure Dragon: HD 9; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (F24); Save 6; CL/XP 11/1700; Special: Spells, control weather, call lightning and lightning bolt.

Cerulean Dragon: Cerulean dragons are small for blue dragons, with tiny scales and over-sized wings. They are gregarious and vivacious, and the least wicked of the blue dragons, though they are as self-centered as any other wyrm, and prefer to be the center of attention. Electricity runs up and down their scales (touching them inflicts 1d4 points of damage) and their bodies give off an electric hum. They are capable of controlling electro-magnetic forces around their body (treat as double-strength telekinesis that only works on iron-based objects). Most cerulean dragons keep dozens of steel blades around their lairs, whipping them into a blade barrier when intruders approach. The blade barrier has a radius of 20 feet and inflicts 8d6 points of damage to anyone who passes through the barrier. They have the normal chances for speech and magic use.

| Cerulean Dragon: HD 8; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d6); Move 9 (F24); Save 7; CL/XP 11/1700; Special: Magnetism, blade barrier.

Glaucus Dragon: Small, wiry and suspicious, the glaucus dragon likes to toy with its prey. It always acts as though it is incapable of speech and magic use, and always pretends to be sleeping when first encountered. The beast breathes a heady, thick gas – as thick as pea soup – that forces those who breathe it in to pass a saving throw or be struck by the slow spell and age 1d10 years per round. The cloud covers an area measuring 20-feet in radius. This aging can be reversed with a potion consisting of the offending dragon’s blood mixed with blueberries and stirred with electrified copper. They have the normal chance for a blue dragon to speak and use magic.

| Glaucus Dragon: HD 8; AC 1 [18]; Atk 2 claws (1d6), 1 bite (3d6); Move 12 (F27); Save 8; CL/XP 11/1700; Special: Breath weapon (aging).

Indigo Dragon: Indigo dragons are large and lazy – almost floppy if that’s possible for a dragon. They have small, useless wings on their shoulders and terrific maws filled with sharp teeth and two elephantine tusks that jut out of their mouths. Indigo dragon are gluttonous and boorish. They have only a 45% chance to speak, and when they can speak they rarely have anything interesting to say. Indigo dragons radiate an aura of static electricity down the spines on their back. This electricity arcs to any creature within 10 feet, inflicting 2d6 damage per round on characters without metal armor and an additional 1d6 damage for characters in metal armor and/or wielding a metal weapon (i.e. 4d6 total for a character in metal armor wielding a metal weapon. Indigo dragons are encountered in their lairs 80% of the time and are asleep about 70% of the time.

| Indigo Dragon: HD 10; AC 2 [17]; Atk 2 claws (1d6), 1 bite (4d6); Move 6; Save 5; CL/XP 12/2000; Special: Electric aura.

Sapphire Dragon: Sapphire Dragons have brilliant, polished scales that look like little teardrop shaped sapphires. They live deep underground and are notoriously fastidious and picky about their surroundings. All sapphire dragons can assume human shape as they wish, usually taking the form of tall, stately men or women with blue-black hair and sapphire blue eyes. They enjoy attention and worship, and often cultivate little cults of beautiful men and women. Sapphire dragons can always communicate telepathically and cast spells, though they sometimes are incapable of physical speech.

A sapphire dragon with spell-casting ability always has the following spells: First Level – Sleep; Second – Level: ESP; Third Level: Suggestion; Fourth Level – Confusion; Fifth Level: Feeblemind. Their breath is a sapphire ray that can be directed at a single victim. The ray causes all of the victim’s synapses to fire, stunning them for one round and leaving them with a pounding headache for the next 24 hours. While suffering from the headache, spellcasters have a 5% chance of their spells failing to materialize.

| Sapphire Dragon: HD 9; AC 2 [17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (F18); Save 7; CL/XP 13/2300; Special: Breath weapon (stun), spells, telepathy 100 feet.

Ultramarine Dragon: Ultramarine dragons are large, powerful specimens of dragonhood, with deep blue scales that gleam in the light and absolutely blaze in the moonlight. They have large, knowing eyes and long, overlapping fangs. Ultramarine dragons are imperious and overbearing, and are especially vulnerable to flattery. They are also uncommonly fond of intoxicating beverages, and have been known to keep especially skilled bartenders in their lairs mixing wondrous concoctions.

An ultramarine dragon spits chain lightning. Chain lightning strikes one target initially, then arcs to up to ten other targets who cannot be more than 10 feet apart from one another. Damage is normal on the first target and half normal on all others. Saving throws to halve damage are permitted. If multiple targets fail this saving throw, their minds are switched by the mystic lightning.

| Ultramarine Dragon: HD 10; AC 2[17]; Atk 2 claws (1d6), 1 bite (3d8); Move 9 (Fly 24); Save 5; CL/XP 13/2300; Special: Chain lightning (damage and mind-switching).

Image found at the Lost Papers of Tsojcanth.

News of the World [Mystery Men! Dark Renaissance]

The players in my Google + Mystery Men! game continue to hunt down clues from Seattle to Washington DC. But as they do so, world tensions are rising …

News of the World

March 17, 1962

TENSIONS RISE!

New York City – Tension continues to rise on news of a break-in attempt at the Old Senate Office Building and angry exchanges at the United Nations. After a day of attacks on military targets in the United States by American super villains, Soviet Ambassador Zorin issued an angry reprieve to those who have blamed communist agents for these attacks, declaring such accusations are based purely on “falsified information” from the FBI. In fact, Zorin went on to say, he believed these attacks were mere ruses to cover up American involvement in similar attacks on infrastructure within the Soviet Union, including the destruction of a dam and the sabotage of the Voskhod spacecraft in development in the USSR. American ambassadors countered that the United States government has made no such accusations of Soviet involvement and that accusations of American sabotage in the USSR are completely baseless. Nonetheless, each nation remains at a high state of alert.

Washington DC – After a successful robbery of the home of Senator Henry Haskel (D-Ala.) that netted the thief top secret papers, an unsuccessful attempt, possibly by the same burglar, was made last night on the senator’s office at the Old Senate Office Building. At approximately 3:00 A.M.an unknown assailant, apparently “cloaked in darkness” according to eyewitnesses, wrenched open the locked window of Sen. Haskel’s office with “super-human” strength. The presence of the Bronze Statesman on guard in the office and heavy security by military personnel chased away the villain. This comes as tensions between the United States and Soviet Union are at an all-time high.

Chicago – After fighting the “Great Train Robbers” in the morning, popular heroes Firefly and Green Mask joined forces again to foil an attempted armored car robbery near 13th St and Wabash by known criminal Doctor Magno. Magno stood little chance against the combined efforts of Firefly and the Green Mask, and is now in police custody awaiting trial and transportation to Iron Island in Shore City, OH. Two associates of Doctor Magno escaped the scene in a 1958 Packard sedan after showering the two heroes with machine gun fire.

New York City – Negotiations between the Port Authority and the New York City Council continue over the site of the planned World Trade Center.Current plans would require the demolition of the Hudson Terminal building of the H&M Railroad and the demolition of famed Radio Row.

Washington DC – The U.S. Space Administration announced today that space agent Scott C will replace Deke S of the famed Rocketeers on their planned Mars expedition. Deke S had to withdraw from the program due to a heart condition discovered during a routine medical exam. Team leader Rocky X was unavailable for comment.

Mexidor – In the run-up to the long awaited elections in the Central American nation of Mexidor between the ruling, pro-American Democracy Party and the pro-Soviet Workers’ Dignity Party, there have been many stories of campaign shenanigans, dirty tricks and even violence. But now people in the hill country are spinning yarns about purple zombies seen wandering the hills and attacking livestock. Mexidor’s authorities have found no evidence that these spooks are real, and blame the sightings on a campaign of fear by the WDP. Dr. Albert Hale of New York University was unavailable for comment.

New York City – A 200 year tradition for New York City continues today with the St. Patrick’s Day Parade. Residents are warned that streets around the parade route, which extends from 5th Avenue and 44th Street to 86th Street, will be blocked and traffic congestion should be significant.