Sunday, July 12, 2015

Sekir the Consumer, an Artifact Class Weapon





A dull black Footman's Mace with gold trim, +5, that possesses abilities and powers that makes it an artifact class weapon. 

Name: Sekir the Consumer, Int – 18, Ego – 18, Alignment – Neutral Evil.
    • Life Draining Ability – drain one level of experience per successful hit. The power is from a connection to the Negative Material Plane, and to keep this power activated, the possessor must seek out and attack any undead creature with life draining powers with the mace to maintain this connection. Once the undead creature is struck, it's body and essence is absorbed into the mace. This power must be recharged during the first period of new moons after the new year. Otherwise, the mace is a -2 cursed weapon and all other powers and abilities cease to function until it's recharged during another period of new moons later in the year.
    • Dancing weapon per Sword of Dancing (cf).
    • Confers to the possessor protection, +2 from all attacks, cf ring of protection.
    • Detect Alignment when held and ordered, 90' radius.
    • Confers to the possessor a mild case of paranoia to the effect that he, or she cannot bring him, or herself to trust anyone completely. Plus he, or she is always suspicious of people's motives.
    • When the life draining ability is used, the possessor must save versus petrification at a -2 adjustment (cumulative with all other adjustments), or have one experience level drained as well. 
    • When a good aligned character touches the weapon, he or she takes eighteen hit points of damage, save to half damage.  In either case, he or she will never want to touch the mace again.  When a character of any neutral alignment touches the weapon, it must make an appropriate saving throw, or its alignment instantly converted to neutral evil, and be possessed by the mace, otherwise take nine hit points damage.
    The story behind this weapon is it was a reward for my anti-cleric after surviving an extremely difficult series of battles in an arena entertaining a group of mysterious god-like persons.  The beings never gave a clue as to who they were, or why they gave the mace to my priest of Set.  The whole situation was a complete mystery, so the mace's origins are mysterious as well.

      Tuesday, March 25, 2014

      Another Look at Bears in AD&D

      Recently I've been reviewing the four basic bear species as listed in the AD&D, Second Edition Monstrous Manual, as I wanted to add the Giant Short-faced Bear to the collection.  As I did the review, I found a few characteristics of the listed bears that didn't match current knowledge.  For instance, did you know the Cave Bear (cf.) was a herbivore, not an omnivore?  I'm sure the cave bear supplemented its diet by occasionally predating on small creatures, but by in large its diet was herbivorous.  Not only that, the cave bear's size was between the brown and polar bears, not the huge brutes listed in the text.  Another factoid:  The largest polar bear on record is just a shade over eleven feet tall, not fourteen as listed.  Regarding comparative sizes of bears, there is considerable overlap between the species.  As a result, I re-edited the statistics of the listed bear species, then added the giant short-faced bear.  As you read, you'll see I've made few changes; only the ones I thought were necessary.  The following is my edited versions given in second edition format.

      Bears -- General Characteristics

      Bears are omnivores unless otherwise indicated.  If encountered in a group, it will normally consist of one female, and one or more cubs.  Females, being smaller, will be one less hit dice and will do one less hit point damage per attack.  Cubs will range from one-half to two hit dice, and will not attack.  All bear cubs can climb trees, so they will climb the nearest tree when danger threatens leaving the mother to defend her offspring -- she will be at plus two "to hit" on all attacks.  Most bears will avoid human contact whenever possible, so bear-human confrontations are uncommon at the most.  The most frequent occurrences of  bear-human confrontations are when humans encounter bear cubs.  These confrontations usually end badly for humans.  Despite "common wisdom", most bears don't hibernate throughout the entire winter, but will occasionally waken to feed.   Another characteristic contrary to "common wisdom", bears are faster than most people believe, and much faster than humans.  Brown bears have been known to run down elk and antelope in an ambush attack.  When bears find food, they will go to impossible lengths to acquire it.

      Black Bear

      Climate/Terrain:    Tropical to temperate land
      Frequency:          Common
      Organization:       Family
      Diet:               Omnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-3
      Armor Class:        7
      Movement:           14
      Hit Dice:           3+3
      THAC0:              15
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-4/1-4/1-6
      Special Attacks:    Hug for 2-8 hp
      Special Defenses:   Nil
      Magic Resistance:   Nil
      Size:               M (4.5-6.5 ft. long)
      Morale:             Average (8-10)
      XP Value:           175

      DescriptionThe most widespread species of bear, black bears are intelligent, strong and voracious eaters. These bears avoid human contact whenever possible; they prefer to run away rather than having confrontations. If cornered without an escape, these bears are able to inflict grievous wounds to most humans. 

      The “Black” Bear's coloration ranges from black to light brown.  Some bears have "spectacles" of a contrasting color.  It is among the smallest species of bear regularly encountered by men.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, it also hugs for an additional 2-8 hit points of damage.

      Habitat/Society:  Like most bears, black bears have poor eyesight, but have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears literally eat anything they deem edible, and are very clever in their attempts to acquire it.  Their intelligence also allow them to be tamed as cubs, and trained by humans as companion animals.

      Variants:  Nil

       Brown Bear

      Climate/Terrain:    Temperate to subarctic land
      Frequency:          Uncommon
      Organization:       Family
      Diet:               Omnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-6
      Armor Class:        6
      Movement:           13
      Hit Dice:           5+5
      THAC0:              15
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-6/1-6/1-8
      Special Attacks:    Hug for 2-12 hp
      Special Defenses:   Continue fighting at negative hp
      Magic Resistance:   Nil
      Size:               L (7-10 ft. long)
      Morale:             Average (8-10)
      XP Value:           420

      Description:  These bears are very aggressive in disposition, and tend to be more carnivorous than their black bear cousins. These bears are able to take down large game like elk and deer.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 2-12 hit points of damage.

      These bears will continue fighting for 1-4 rounds after reaching zero to negative eight hit points. At negative nine hit points, they die immediately.

      Habitat/Society:   Like most bears, brown bears have poor eyesight, but have an excellent sense of smell even better than a bloodhound's.  The size listed represents the great percentage of size varieties of this bear.  Like all bears, this bear lives in small family groups.

      Ecology:  These bears literally eat anything they deem edible, and are clever in their attempts to attain food.  Their great strength (19+) makes almost any container susceptible to raiding.  Although intelligent, these bears are considerably less trainable due to their ferocious natures.  Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil

      Cave Bear

      Climate/Terrain:    Any land
      Frequency:          Uncommon
      Organization:       Family
      Diet:               Herbivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-2
      Armor Class:        6
      Movement:           15
      Hit Dice:           6+6
      THAC0:              13
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-8/1-8/1-6
      Special Attacks:    Hug for 2-16 hp
      Special Defenses:   Continue fighting at negative hp
      Magic Resistance:   Nil
      Size:               L (8-11 ft. long)
      Morale:             Average (8-10)
      XP Value:           650

      Description:    These bears are large herbivores that aggressively defend their territories, and will attack with little provocation. Their coloration varies between individuals, but usually run from very dark to light cinnamon brown, some with “spectacles” of a contrasting color.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 2-16 hit points of damage.

      These bears will continue fighting for 1-4 rounds after reaching zero to negative ten hit points. At negative nine hit points, they die immediately. Due to their herbivorous diets, the teeth of these bears are duller than their cousins. Hence the lower hp value of their biting attack.

      Habitat/Society:   Like most bears, cave bears have poor eyesight, but have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears' primary diet is made up of various plant species. Cave bears' main source of protein are insects, usually ants and termites, but will eat an occasional small mammal. The bears' aggressive natures make them ill suited for taming and training.  Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil

      Polar Bear

      Climate/Terrain:    Arctic land or icepack
      Frequency:          Rare
      Organization:       Family
      Diet:               Carnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-6
      Armor Class:        6
      Movement:           15, Sw 9
      Hit Dice:           8+8
      THAC0:              13
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-10/1-10/2-12
      Special Attacks:    Hug for 3-18 hp
      Special Defenses:   Continue fighting at negative hp.
                          Camouflage, see below.
      Magic Resistance:   Nil
      Size:               L (9-12 ft. long)
      Morale:             Average (8-10)
      XP Value:           2,000

      Description: These bears are powerful swimmers and eat mostly marine mammals, particularly any seal species.  Due to the reflectivity of their translucent fur, their coloration is white which blends very well into any snowy surroundings.  

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 2-18 hit points of damage.

      These bears will continue fighting for 2-5 rounds after reaching zero to negative twelve hit points. At negative thirteen hit points, they die immediately.

      Due to their fur color, these bears are 75% undetectable in snowy surroundings with normal eyesight.

      Habitat/Society:   Unlike most bears, polar bears have excellent eyesight, and have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears' primary diet is made up of various seal species, as the blubber from their usual prey provide the concentration of nutrients the bears need to survive in such an inhospitable climate. The bears' aggressive natures make them ill suited for taming and training.  Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil

      Giant Short-faced Bear

      Climate/Terrain:    Any land
      Frequency:          Uncommon
      Organization:       Family
      Diet:               Carnivore
      Intelligence:       Semi- (2-4)
      Treasure:           Nil
      Alignment:          Neutral
      No. Appearing:      1-2
      Armor Class:        5
      Movement:           18
      Hit Dice:           10+10
      THAC0:              11
      No. of Attacks:     3 (claw/claw/bite)
      Damage per Attack:  1-12/1-12/3-18
      Special Attacks:    Hug for 3-18 hp
      Special Defenses:   Continue fighting at negative hp.
      Magic Resistance:   Nil
      Size:               L-H (11-14 ft. long)
      Morale:             Average (8-10)
      XP Value:           3,000

      Description: Huge carnivorous bears whose appearance, aside from their short snouts, resemble brown bears. Some of these bears have “spectacles” of a contrasting color.

      Combat:  Aside from the normal damage this bear can do, if it scores a hit of eighteen plus, the bear also hugs for an additional 3-24 hit points of damage.

      These bears will continue fighting for 3-6 rounds after reaching zero to negative fourteen hit points. At negative fifteen hit points, they die immediately.

      Habitat/Society:   Unlike most bears, Short-faced bears have excellent eyesight, and have an excellent sense of smell even better than a bloodhound's. The size listed represents the great percentage of size varieties of this bear. Like all bears, this bear lives in small family groups.

      Ecology:  These bears' primary diet is made up of large herbivores. The great size and strength of these bears allow them to take down prey as large as rhinos. Their great speed allows them to run down deer and antelope. They will even prey on their smaller cousins, and any other smaller predators they come across. A few have been known to regularly prey on hominid species. These bears' aggressive natures make them ill suited for taming and training. Human tribal hunters regularly track down and kill these bears for their thick fur coats.

      Variants: Nil

      Thursday, February 13, 2014

      My Explanation of the Six Ability Scores

      In a related vein to my previous post, I'll detail of what a PC's ability scores are comprised:

      Strength:  Comprised of a PC's physical power and stamina.  A PC's power is how much weight he/she can lift and carry.  Stamina is how long a PC is able to endure arduous physical effort or toil.

      Dexterity:  Comprised of a PC's speed of foot and physical coordination.  Speed is self explanatory.  Coordination is how gracefully and adeptly a PC is able to control movements of his/her limbs and fingers in accomplishing a task.

      Constitution:  Comprised of a PC's health and durability.  Health is a PC's resistance to disease and related maladies.  Durability is a PC's resistance to physical trauma, or how well he/she can absorb blows to the body.

      Intelligence:  A PC's IQ -- his/her ability to learn, reason, understand abstract concepts, and globalize his/her knowledge (apply concepts learned from one set of circumstances to different ones); along with his/her powers of observation, and how difficult he/she is to fool.

      Wisdom:  Comprised of a PC's willpower and intuition.  Willpower is how well a PC resists temptation, along with resistance to emotional manipulation.  Intuition is how well a PC is able to determine, with a certain degree of accuracy, the truth in a given situation with no or very little information.

      Charisma:  Comprised of a PC's self worth, self image, self confidence, and comeliness.  Self worth is how much a PC values him/herself.  Self image is how a PC pictures, or conceives the way he/she looks to others.  Self confidence is a PC's belief in his/her abilities to get things done.  Comeliness is a PC's physical attractiveness.  A PC's belief system will also affect his/her charisma as others view the person.  If there is a moral or ethical conflict, the other person will not respect the PC as well as one who does not conflict with the viewing person.

      In regards to the Willpower save, a PC's belief system plays no part in its determination.

      I hope these explanations clarify adjudicating my revised saving throw system.

      Wednesday, April 24, 2013

      What Character Would You Be? My Results:

      I Am A: Lawful Good Human Wizard (7th Level)


      Ability Scores:

      Strength-11

      Dexterity-15

      Constitution-14

      Intelligence-13

      Wisdom-13

      Charisma-11


      Alignment:
      Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.


      Race:
      Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.


      Class:
      Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.


      Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

          It was something I thought that would be fun to do at the moment.  My friends in the past usually tell me I play a good Lawful Good Cleric.  Who knew that a LG Wizard would be my actual character?  Learn something new everyday.  ;-)

      Friday, November 7, 2008

      D&D 4th Edition? You've got to be kidding me.

      If I haven't purchased the books for 3rd edition, why would I buy 4th edition? I'm firmly an "Old Schooler" with all my D&D/AD&D materials being from Original D&D (white box edition), 1st Edtion, or 2nd Edtion; and I have quite a collection as well. Sorry, I have too many bills to pay to spend money on purchasing new rule books for my favorite game. Ha$bro/Wizards of the Coa$t love orphaning an existing customer base in order to make money on those willing to spend big bucks (hundreds of dollars per person) on a new edition of the grand old game. A game E. Gary Gygax, Dave Arneson, et al., invented back in 1974/75 and an entire gaming industry grew as a result. Well, I don't see 4th Edition succeeding in light of the current economy, but I don't see Hasbro and WotC giving up on D&D either. We "Old Schoolers" are the line that defend the game in its original format before corporate America got their mitts on it and abandoned everyone that made D&D the most popular game played world wide for so many years.