Showing posts with label Shadow of the Demon Lord. Show all posts
Showing posts with label Shadow of the Demon Lord. Show all posts

Monday, October 20, 2025

31 Nights of Halloween: John Carpenter's The Thing for Shadow of the Demon Lord


THE THING for Shadow of the Demon Lord
"Man is the warmest place to hide."

The Thing          DIFFICULTY 100
Size 0 to 2 horrific extraterrestrial
Perception 14 (+4), darksight
Defense 15; Health 80
Strength 16 (+6)   Agility 13 (+3)   Intellect 14 (+4)   Will 14 (+4)
Speed 15; climber
Immune damage from disease or poison; gaining Insanity; dazed, 
   fatigued, frightened, immobilized, impaired, poisoned, slowed, 
   stunned

ATTACK OPTIONS
Natural Weapons (melee to short range) +6 with 2 boons (2d6+2)

SPECIAL  ACTIONS
Steal Form
 
the thing uses an action or a triggered action on its
    turn to alter its appearance to match that of a dead creature
    it can see. The target must be Size 0 to 2 and have a shape
    of flesh and blood. The Thing's body changes so it looks
    exactly like its target, including clothing. The effect lasts
    until the Thing uses this talent again. When the Thing steals a
    creature's form, its challenge rolls to deceive others has 3 
    boons.

Monday, August 10, 2020

#RPGaDAY 2020 Day 10: Want

     

 

Want. I've always liked stuff and I've always been able to get that stuff.

I've been a big fan of Robert Schwalb since Witchunter: the Invisible World and he has designed and published my favorite RPG, Shadow of the Demon Lord.

He is working on a variation of the engine that is less dark fantasy and more Gygax, Vance, and Lieber called Shadow of the Weird Wizard. Hopefully, he'll be able to Kickstart it this coming December for release in 2021. What's cool about Rob is that he always comes in on time or even early with his Kickstarters and they are always a good deal based on the adventures and sourcebooks he releases for his games.













Thursday, June 18, 2020

Spotlight on Soldiers of Fortune for Shadow of the Demon Lord



If you've read much of this blog you know that my favorite RPG is Shadow of the Demon Lord and it was created by the extremely talented Robert Schwalb.

Rob has released dozens upon dozens of support products for SotDL and Soldiers of Fortune is the newest and features 3 Expert classes for martial characters and can be purchased for $1.49.

In SotDL you can start at 0 or 1st level. If you start at 0 level you pick an Ancestry (think DnD Races) while at 1st level your character also picks from Warrior, Magician, Rogue, or Priest. At 3rd level you pick an Expert Path which allows you to choose from options such as Assassin, Druid, Oracle, or Witch. There is no restriction on what direction you can go and you can be as diverse or as focused as you want in leveling your character.

Soldiers of Fortune presents 3 Expert Paths with a Martial bend.

First is the Bloodletter which focuses on melee combat. Its features at Level 3 include Bloodlust that gives you the option of gaining a variable bonus that you can choose to either hit a target or substitute it for your weapon's damage and Sacrifice the Weak which gives you a bonus against targets that are already injured.
   At level 6 Taste Victory allows you another opportunity to generate Bloodlust each round and Surge of Hate give you an opportunity to use your Bloodlust to temporarily heal.
   Finally, at level 9 Spill the Blood increases the amount of damage Bloodlust does to an Injured target and Rising Bloodlust that lets you generate Bloodlust faster.

Second is the Commander which at level 3 grants a bonus to 2 Attributes, adds an additional Profession or Language, and Battle Plan that allows you to create specific Effects when certain Triggers occur. What is cool is that these Effects can be offensive to enhance your allies and defensive to hinder your enemies.
   At level 6 Go With the Flow allows you to grant a Bane to attack rolls against you or your allies within range.
   And at level 9 Master Commander allows you to grant a Boon to allies within range and a Bane to enemies within range.

The final Expert Path is Targeter which focuses on bows and crossbows and at 3rd level, they gain a bonus to 2 attributes, an additional Profession or Language, Arrow Stab that allows you to use arrows and bolts as melee weapons, Pepper With Arrows that grants a bonus to damage, Steady Hands that lowers the number of Banes on an attack roll.
   At level 6 Targeter grants you to Keen Vision which extends the range of your Perception and Bottomless Quiver.
   Finally, at level 9 Collateral Damage grants you the possibility of hitting a separate target on a missed attack roll, Precise Shot that boosts your weapon's damage and Test the Wind which allows you to alter the actual number rolled on an attack's D20.

As a fan of SotDL this is a must buy and I cannot recommend it enough.

Tuesday, February 25, 2020

New Release: PunkApoclyptic the RPG by Schwalb Entertainment



PunkApocalyptic the RPG is the third Kickstarter I've backed from Robert Schwalb and Schwalb Entertainment. This KS promised the rewards by October of 2020, I got the PDF today. All of Rob's Kickstarters have been like this. I'm making my way through the rules, which has some differences from Shadow of the Demon Lord, but if you know how to play Shadow then you know how to play PunkApocalyptic.

 If you get a chance, check it out on DriveThruRPG, you will be glad you did.

PS - If all goes well, hopefully, Rob will KS Shadow of the Mad Mage later this year. Mad Mage uses the SotDL engine and is an ode to Greyhawk. You should back it when it launches.

Sunday, November 24, 2019

RPGs Played This Year





As I've written before, this was another tough year for all of us. The early part of the year saw me taking a step back as Game Master and even to some degree, as a player.

I ran Dungeons and Dragons 5th Edition using the Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage. We didn't finish that campaign, but I wouldn't mind returning to those characters one day.

I also ran Deadlands Reloaded for Savage Worlds. I've always been a big fan of Pinnacle Entertainment Group and Savage Worlds, but I really like for game systems to have hit points and I doubt I'll ever return to this rules set. I'm not a big fan of the decision that was made about Deadlands metaplot and I honestly don't see how Savage Worlds runs faster than most other systems. I do hope to go back to the Weird West but it will either be with Basic Role Playing, Tiny Gunslingers, Tall Tales: Wild West BX Fantasy Adventure Game, or the Eerie West.

I used my own version of a D100 system to run a Call of Cthulhu scenario that went very well.

I ran a playtest of Robert Schwalb's PunkApocalyptic that was a tiny bit rough, I wasn't really at my best as a GM at that point in the year.

Finally, I ran the Quickstart of Night Shift: Veterans of the Supernatural Wars that was very well received and we are all looking forward to the full game.

I've been playing a Tremere, on and off, in a Vampire: the Masquerade 5th Edition game that is close to a year old. My Storyteller is excellent but I struggle with a game just about Vampires, I'd prefer other supernaturals, but we haven't got those rules yet.

I've also been playing a Kensei Monk in an awesome DnD 5E set in Saltmarsh.

Tuesday, November 5, 2019

Review: Frayed Ends for Shadow of the Demon Lord




Robert Schwalb released Frayed Ends for Shadow of the Demon Lord on Monday. Rob and Schwalb Entertainment have been juggernauts with releases, often weekly, and the support has made Shadow of the Demon Lord a phenomenal game.

Rul, the setting of Shadow of the Demon Lords, is a dark realm that is about to face its end. One side effect of the horrors that adventurers face is Sanity loss. Frayed Ends provides six random tables filled with random Quirks to relieve a character's mind of the madness they have endured. In the core rules, a player would work with GM to determine what Quirks would develop from gaining madness. These tables replace that interaction.

First you roll a d6 to determine what table to use. Then you roll a d20 to gain a Quirk.

Let's say that my d6 roll is a 3 and my d20 roll is a 7, my result is "You believe you can fly and might try to prove it when given a chance."

Or this time my d6 is a 2 and my d20 roll is a "Whenever you see a shiny object, you must get a success on a Will challenge roll or, when you are next able, be forced to move toward that object."

I like the Quirks as an option for the GM and player to fall back on in case ideas are not forthcoming.



Wednesday, October 9, 2019

PunkApocalyptic: Shadow of the Demon Lord to PunkaApocalyptic Conversion



As many of you know, I'm a huge fan of Robert Schwalb and Shadow of the Demon Lord and I'm backing his PunkApocalyptic Kickstarter which still has around 40 hours left.

Rob has just released a free conversion guide from SotDL to PA (they both use the same game engine) and you can download it here.

If you were on the fence and already love Shadow of the Demon Lord, maybe this will help make your decision.

Tuesday, October 1, 2019

Brainstorming for a Fill-In


In a couple weeks, our DM will miss a session and I've already volunteered to fill in. Part of me would like to take another spin at the D100 system I've been working on

Although, in working on it, I've also developed a hankering for Call of Cthulhu 7E, which looks delightful. 

Additionally, I've also been jonesing for some OSR goodness with either Labyrinth Lord/Old School Essentials/Adventurer Conqueror King

And finally, my favorite goto Shadow of the Demon Lord--and that could allow me to run PostApocalyptic.

Decisions, decisions.

I'll probably just start brainstorming the setting and that will dictate which direction I choose.

I had my Gamer ADD under a great deal of control for a ;ong period of time, but not so much right now.

P.S.- I forgot about superheroes using Guardians, Triumphant, or Vigilante City.

Friday, September 27, 2019

PostApocalyptic: Making a 1st Mission Character


Thanks to the awesome Robert Schwalb of Schwalb Entertainment, I have access to the the finished final PunkApocalyptic rulebook which just needs final editing, art, and layout.

If you are thinking about backing PunkApocalyptic then know that the product is fully written and already Funded.  Additionally, if you know how to play Shadow of the Demon Lord, then you know how to play PunkApocalyptic. However where SotDL has 4 Attributes, PA has 8.

Levels in PA are called Mission, as in after you have finished 5 missions you are Mission 5. 

I'm going to make a 1st Mission character (the Pay What You Want QuickStart let's you make a 0 Mission character).

First, we assign Attributes, I am using an array, but they may be randomly rolled. You determine an Attribute's Modifier by subtracting 10 from it's value.

Name: Horse
Attributes
Muscle 10 (+0)
Meat 10 (+0)
Hands 10 (+0)
Feet 9 (-1)
Brains 13 (+3)
Eyes 12 (+2)
Mouth 12 (+2)
Guts 11 (+1)

Defense (Half Feet + Half Eyes [round down]): 10

Health (Meat): 13 (Meat of 10 + 3 from Builder)

Grit (3 + Guts): 14
You may use Grit points to heal damage, but certain things will lower it, like radiation, sickness, or if you are dying.

Education (Brains Modifier): 3
You may choose a number Specialties or Languages equal to your Education. I gain 3 Languages from my Genius Background and will choose 3 Specialties from the following list: Architecture and Engineering, Arts and Culture, Law and Politics, Medicine, Philosophy and Religion, Science, or I can Make up a Specialty.
I choose Architecture and Engineering, Medicine, and Science. These grant me an Asset when I'm making an Attribute roll, generally, against a Difficulty of 10.

Speed (1/2 Feet [round down]): 4
This is how many yards I can move on my Turn.

Reach (defaults to 1): 1

Size: 1

Mutagen: 
To determine if you have a Mutagen, roll a d6 and on a 6 you gain 1 random mutation and 1 cosmetic mutation of your choice). I rolled a 6. I now roll 3d6 to determine the type of Mutation I have. My options are Harmful, Minor, Physical, and Mental. My 3d6 roll is a 12, which results in a Minor Mutation. Now I roll on the Minor Mutations d20 table to determine what body part is mutated. I roll a 9 which is my Head. I then roll a 12 which means I have A Second Face on the Back of My Head. For my Cosmetic Mutation, I decide that what little hair I have on the top of my head has a metallic sheen.

Next we choose a Background, you may choose from the following: Brute, Drifter, Face, Fanatic, Ganger, Genius, Scavenger, and Survivor.
Each Background gives you an Attribute boost, a Language, a Talent, Starting Gear, and a Mission 4 benefit.

I'm going to choose Genius

I roll on the Genius Background table (a d6 roll) and get "You used your mind for selfish ends. You manipulated a whole bunch of people into doing what you wanted them to do. Eventually, they wised up and ran you off.

I get to raise my Brains from 13 to 14.

I speak 3 Languages of my choice: Spanish, Latin, and German.

I get the following Talent:
Well, Actually: When you use an action to help another creature, you increase the number of Assets granted by 1. 

In SotDL, Assets are called Boons. Essentially, Difficulties in PA are either 10 or an Ability score. You can roll a number of extra d6s that help you or Assets and a number of extra d6s that hinder you or Complications. Assents and Complications cancel each out, so if your roll has 4 Assets and 3 Complications, your actual roll will be 1 Asset.

I start with the following Gear:  A nice set of clothes, a duffel bag, 1 food, 1 water, a slingshot with 10 stones, and a random piece of Junk (I'll roll on the Junk table to learn what this is). I roll a 6 on a d6 to determine what Table to use and roll an 18 to get an Avon Catalog.

There are random tables for:
Age: Adult.

Looks: Not so much to look at.

Height: Average.

Weight: About average.

Distinguishing Features: Missing a few toes, plus metallic hair and a second face from above.

Social Interaction: You get along with other people about as well as anyone else does. You’re not particularly outgoing but you’re not all quiet and reserved either.

Connections: You have lots of friends. Your connections are important to you and you make a lot of effort to maintain your relationships.

Sanity: You’re more or less stable. In other time and place, you’d probably benefit from a therapist.

Goal: You want to suffer.

Motivation: You are afraid of doing the wrong thing.

Obligations: You try to do what you say you will do, but you don’t always succeed.

Morality: You’re neither good nor evil. You look after yourself and sometimes make sacrifices for people close to you.

After my 1st Mission I choose a Novice Path. My options are Builder, Freak, Killer, or Scum. 

I choose Builder:
My Health increases by 3.
And I gain 2 Talents: 

Pet Project: You build a prototype of a device from those described under Pet Projects. You can choose upgrades for the device when you complete more missions. If you lose the device or it is destroyed, you can replace it at no cost once you finish your current mission. My Pet Project options are Ballistic Punch, Electric Suit, Flame Cannon, Pumper Gun, and Vaporeta.


I choose Ballistic Punch: I have a melee weapon that deals 1d6+3, if that attack roll is 20 or higher, the target falls prone. However, if my attack roll is 0 or less the weapon breaks and I need a Repair Kit and 1 minute to fix it.

Hasty Assembly: You can use a tool kit to turn salvage into useful objects. Pick one object worth 100 bullets or less. For every 5 bullets of the item’s price, you must have 1 salvage. It takes about 5 minutes of work to cobble together the device. If you finish, you expend the salvage and create the desired object, which retains functionality until the end of the mission, at which point the object becomes unusable and the salvage is lost.

I really love Rob's newest game and urge you back it!

Wednesday, September 18, 2019

PunkApocalyptic Quickstart





The awesome Robert Schwalb is running a Kickstarter for his newest RPG, PunkApocalyptic. Yeah, I mentioned it here.

He's provided an excellent 53-page Quickstart to allow to you to try out the setting and rules as a Pay What You Want product on DriveThruRPG.

The first 47-pages covers character creation, the rules, gear, social conflict, combat, and a quick overview of the setting. 

The rest of the document is a starting adventure. 

If you know how to play Shadow of the Demon Lord then the only real change is having eight Attributes instead of four Attributes.

If you are new to the system this brings you up to speed. Character creation is fast enough that you could make a character up for each member of your group and be up and playing in less than an hour.

One thing to know about Rob is that he has always delivered his projects in a very timely fashion and he communicates with the Backers regularly.

I hope you back this project, it's close to funding and I'm hoping to get lots of additional stuff :)

Monday, September 16, 2019

Back This: PunkApocalyptic the RPG from Schwalb Entertainment


Robert Schwalb, the mad genius who created Shadow of the Demon Lord (and has worked on tons of other products including Wizards of the Coast's DnD 4e and DnD 5e) has launched a new Kickstarter.

The PunkApocalyptic RPG is set in the world of the PunkApocalyptic Miniature Game from Bad Roll Games and uses a modified version of the SotDL engine.  There's a QuickStart here.

I cannot recommend this product enough. I playtested it and Rob has always delivered the goods BEFORE the deadline. Additionally, with the usual amount of stretch goals, you get a ton of extra items to sweeten an already good deal.



Wednesday, July 31, 2019

GameStorming: Heroes Unlimited + Shadow of the Demon Lord


While my first RPG was Champions 4th Edition, I have always had a place in my heart for Palladium Games' Heroes Unlimited. Sadly, I'm not a big fan of the system and as young gamer, wasn't prepared to fill in the gaps that were missing.

However, I'm exploring the idea of plugging in Shadow of the Demon Lord's skill system for HU's skills.

For those not familiar, SotDL's skill system assumes the difficulty of a task is 10 on a d20 roll. You add the appropriate ability modifier. If the task harder than normal you add a Bane (1 or more d6's that the highest roll subtracts from the d20 roll). If the task is easier than normal you add a Boon (1 or more d6's that the highest roll adds to the d20 roll). Finally, Banes and Boons cancel each other out.

I'm pretty excited about this and hope it works.


Monday, July 29, 2019

Occult Philosophy for Shadow of the Demon Lord



I back the Occult Philosophy Kickstarter from Schwalb Entertainment.

The PDF of Occult Philosophy and expansion for new spells (with all the old ones presented for ease of use) for Shadow of the Demon Lord was released today, a month early even.

I love Shadow of the Demon Lord and greatly admire Robert Schwalb, the game's creator and author.

The book adds spell levels from 6 to 10 and also presents stats for summoned creatures.

It's a great book and I urge you to buy it right now.

I'm now going to share the names of several 10th level spells:

Fury of the Heavens; Demigod; God of War; Undo Reality; Kill Them All; Crack The World; Extinction; The Old Ones Awaken; Undead Plague; Create Life; Hurricane; World-Breaker Bomb; Apocalypse.

Rob has outdone himself this time. Go pick up your copy immediately!

Tuesday, January 1, 2019

Weird West: Dzoavits for Shadow of the Demon Lord



An ogre who tormented the Shawsook people by kidnapping their children. He is currently trapped within the Devil's Square in Enoch.
Dzoavits          DIFFICULTY 100
Size 2 ogre
Perception  10 (+0)
Defense 16; Health 75
Strength 17 (+7)    Agility 10 (+0) 
Intellect   9 (-1)    Will       13 (+3)
Speed 12

Immune gaining insanity
ATTACK OPTIONS
Bite (melee) +7 with 1 boon (3d6)

SPECIAL ACTIONS
Devour Dzoavits eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.

Vomit When dzoavits takes damage, it can use a triggered action to vomit semidigested food from both mouths, spraying everything within a 5-yard radius around it.


   
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Saturday, December 22, 2018

Worldbuilding: Weird West for Shadow of the Demon Lord

At the moment I have my hands full with Undermountain for DnD 5E and a second 5E game I'm running for my son, daughter, and their friends.

But I really miss running Shadow of the Demon Lord. Its on my brain quite a bit and possibly because of the success of Red Dead Redemption 2 (not that I've played it), I've been thinking about running it in a Wild West setting.

First, I'm not sure this game will be set on Urth, SotDL's default setting. I'm still working that out.




Fort Khopesh is the westernmost military outpost. Its there to guard the railroads, government interests, and the pilgrims who have found their way there. 

The Fort is run by Major Helena Hunt, a rough and tumble veteran who has problems with pissants who have never been out on the Range and try to tell her how to handle the everyday threats from all the way back East. She's a good leader and her men respect her. She tolerates the local sheriffs and mayors and had been able to intimidate Governor Lonnie Hoke with ease. Hoke however passed away about four months ago from a heart attack (while on top of a whore). Hunt is uncertain what the new Governor, Diggory Spruce, will be like. Uncertainty puts her in a bad mood. She's organized and likes to have back-up plans for her back-up plans. Helena was instrumental in brokering peace between the Shawsook and Kewoenotay tribal war several years ago. She knows the peace is tenuous and also knows that many of the pilgrims endanger it as much as anything else. Because of her relationship with Chief Loping Fox and Chief Womac, she is aware of the Blackfeathers, a tribe who have been attacking both tribe's hunting parties. She knows its a rare threat indeed that would make both Chiefs contemplate working together and that has her very worried. On top of everything else, Loping Fox has privately shared concerns with Hunt that a skinwalker, a shapechanging sorcerer, made lead the Blackfeathers.

There are several small towns within a day's ride of the Fort. The largest is Enoch. Its run by an elected Sheriff, Matteo Gonzaga, and has about 200 souls within its borders. The town square is an ancient circle of standing stones that local tribes of natives shunned, making it, initially, a safe haven for the pilgrims who settled here. Matteo's mother, Margarita was the leader of their group of settlers and she recently died of consumption. Matteo was very close to Margarita, his father having passed when he was only two. She was a competent, patient, and strong woman who provided him good counsel. His fiancee is Polly Morganstern. Margarita didn't like her and she has a desire for status and power. She also has a strong dislike for the local native tribes, viewing them as souless savages. Her counsel is starting to affect Matteo's policies and he has enacted an extra tariff on trading with both the Shawsook and Kewoenotay tribes. 

The tariff is not popular with Enochians and they have been outspoken about their disafavor of it. They already have to trade outside of the town, due to the standing stones, known as locally as the Devil's Square.

Thursday, December 20, 2018

Flashback: Jenny Balefire for Shadow of the Demon Lord


JENNY BALEFIRE
"Git to bed and say yer prayers or Jenny Balefire will come knockin' at yer window!"

Jennifer Bolliver had just turned seventeen, when Enoch Wilcox, a respected Elder of the Village of Proper and the owner of the Absolom Vineyard, made an inappropriate proposition to her that no married  man with a son only two years her junior should make.  Jenny's response was to slap Enoch and leave three scratch marks across his face.  Enoch's response was to accuse her of witchcraft and get the village to lynch her.

Unfortunately for the Village of Proper, young Jenny truly was a witch fully devoted to and corrupted by the Demon Lord himself. Her murder was the last bit of a terrible ritual that allows her to bedevil this world from the grave.





JENNY BALEFIRE          DIFFICULTY 15
Size 1 horrifying spirit
Perception 12 (+2); darksight
Defense 13 ; Health 20
Strength  -             Agility 11 (+1)   
Intellect 11 (+1)   Will 13 (+3)
Speed 10; flier
Immune damage from cold, disease, fire, and poison.
Insubstantial Jenny Balefire takes half damage from weapons, 
can move through solid objects and other creatures, and ignores the effects of moving across difficult terrain. 

ATTACK OPTIONSBalefire (medium range) +3 with 1 boon (2d6 fire)
Hex (2 creatures within medium range) +3 with 1 boon (the creatures are impaired for 1 minute or until they take damage and Jenny may make attack rolls against them with a boon)
Spectral Grasp (medium range) +3 with 1 boon (1d3 damage and the target makes attack rolls with 1 bane for 1 round)
Harvest Soul (short range) As a slow action, Jenny can steal the soul from a body that has been dead no longer than 1 round to heal 5 damage.


SPECIAL ACTIONS 
Ethereal Wind Jenny uses an action or a triggered action on its turn to move up to its Speed. This movement does not trigger free attacks. 


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Monday, December 17, 2018

Flashback: Saurus for Shadow of the Demon Lord





SAURUS          DIFFICULTY 25
Size 1 lizardman
Perception 12 (+2); shadowsight
Defense 14 (large shield); Health 35
Strength 15 (+5)   Agility 10 (+0)   
Intellect  11 (+1)   Will 10 (+0)
Speed 8; swimmer
Immune frightened
Cold Blooded A lizardman has a bane if they take a fast turn.

Attack OptionsSword (melee) +5 with 1 boon (1d6+2)

Special Attacks
Snapping Fangs The saurus can use a triggered action on its turn to bite one creature within its reach, making a Strength attack against the target’s Defense. On a success, the target takes 1d6 damage.

Monday, November 26, 2018

Darkest Dungeons: The Crocodilian for Shadow of the Demon Lord




Many decades ago, the Courtyard was built on top of a drained swamp; now that the once great and splendid gardens, luxurious halls and mansions are overgrown and crumbling, the wilderness of the Moor has returned to reclaim what men has taken from nature. Bit by bit, buildings are slowly sinking into the growing swamp, and plants and animals once driven from their ancestral homes are recolonizing the overgrown gardens.

But even nature itself is not safe from the blood curse; the sickness that has taken root in the Courtyard is now spreading into the swamp, and there is no creature great or small that is safe from its twisted influence. Of all corrupted and mutated creatures that lurks within shallow waters of the Moor, non are as feared as the Crocodilian.



Where this mighty beast came from, no one knows; some say it was always living deep within the swamps of the Moor, while others think that it must have been imported from some far away land by one of the nobles for his collection of exotic animals before it escaped from the menagerie. One thing is clear; this amphibious marauder must have had close contact with those tainted with the Crimson Curse, for it has mutated into something abhorrent: part crocodile, part insect.
The Crocodilian          DIFFICULTY 100
Size 2 frightening monster
Perception  15 (+5); shadowsight
Defense 16; Health 100
Strength 16 (+6)    Agility 13 (+3) 
Intellect   6 (-4)    Will       13 (+3)
Speed 10; swimmer
Immune frightened

ATTACK OPTIONS
Teeth Rake (melee) + with 1 boon (2d6+1)
Spear (melee or short range) +2 with 1 boon (1d6+1)

SPECIAL ATTACKS

Lurker The crocodilian can use an action or a triggered action to move.
Twin Strike The crocodilian attacks twice with its teeth rake. It makes each attack roll with 1 bane.



   
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Monday, November 12, 2018

Darkest Dungeon: Pelagic Grouper for Shadow of the Demon Lord



Many eons beyond counting, before the Ancestor was born, before the Manor was built on the hill, even before the Hamlet was founded and the first settlers came to this distant land, there was a race of people that called this land their home. Little is known about them, and if they were human or some other damnable creature, we shall never know. While their name is long lost to time, it is clear that they were great engineers and artists.

Remnants of their civilization can be found littered around the Estate for those who know where to look; from the Ancient Statue of a Great and Mighty Warrior in the Courtyard to an Ancient Network of Aqueducts, Sewers, and Tunnels underneath our feet. But the crown jewel of this ancient empire was their city, a vast underground metropolis underneath the very hill where the Manor now stands. Giant pillars and stone circles carved out solid stone, temples and houses, ports and harbors, and even in its ruined state, you can still see the glorious splendor. Ancient pictographic images are carved in stone walls of their temple halls, some of them showing a pyramid-like structure surround by tentacles, hinting that they either worshiped some kind of sea goddess or a great and unnameable power.

Pelagic Grouper          DIFFICULTY 10
Size 1 pelagic
Perception  10 (+0); shadowsight
Defense 13; Health 15
Strength 12 (+2)    Agility 12 (+2) 
Intellect   9 (-1)    Will       9 (-1)
Speed 8; swimmer

ATTACK OPTIONS
Cutlass (melee) +2 with 1 boon (1d6)
Spear (melee or short range) +2 with 1 boon (1d6+1)



   
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Wednesday, October 31, 2018

Darkest Dungeons: Bone Soldier for Shadow of the Demon Lord



Much like the Bone Rabble, the Bone Soldiers were honorable and loyal soldiers that served our family in ages long since passed. They were the backbone of our family’s army and those who fought and died on the battlefield for our family’s name and glory were given honorable graves within the crypts of the Ruins. However, when their bodies died, so too did their loyalties…

Dragged back from the peace of death by vile necromancy, these skeletal swordsmen have been drafted into a unholy army of the dead to defend the halls of the Ruins in which their new dark masters resides. Dressed in the armor they were buried with and carrying the sword they once used in life, these skeletal fiends don’t have the swordsmanship they had in life, being just simple-minded undead only capable of simple slashes. However, they are stronger and much harder to vanquish than the Bone Rabble.
Bone Soldier          DIFFICULTY 5
Size 1 frightening undead
Perception  9 (-1); darksight
Defense 13 (hard leather); Health 15
Strength 13 (+3)    Agility 11 (+1) 
Intellect   9 (-1)    Will       10 (+0)
Speed 10

Immune damage from disease and poison; 
   gaining Insanity; asleep, charmed, dazed, 
   diseased, fatigued, frightened, poisoned, 
   stunned

ATTACK OPTIONS
Sword (melee) +3 with 1 boon (1d6 plus 1d6 
   on attack roll of 20+)


   
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