Pages

Showing posts with label Swords & Wizardry. Show all posts
Showing posts with label Swords & Wizardry. Show all posts

Monday, April 3, 2017

Fauna of Mu

While the continent of Mu was once home to many strange eldritch beings that defy human comprehension, during its period of human habitation, the local ecology wasn't unlike most tropical regions and its natural fauna was quite mundane. Cattle, goats, swine and other familiar livestock are kept on Naacal farms. Exotic birds and monkeys squawk and chatter high in rainforest canopies while reptiles, frogs, and insects scurry along the floor. Fish, whales, and dolphins swim in Mu's warm coastal waters. For the most part, there are few animals that would have been unrecognizable to modern eyes.
Of course, being a prehistoric age where many forms of now-extinct animal life existed, there are a few note-worthy exceptions. Below, in White Box (there is a reason for this) stats, are a few examples of some of the long-vanished beasts that once dwelt in this doomed land.

Naacal Mammoth (Col'hun):

Armor Class: 5 [14]
Hit Dice: 12
Attacks: 1 Trunk (Id6+2), 2 Tusk Gore (2d6), Trample (2d6+2)
Special: None
Move: 12
HDE/XP 13/2300
Larger than modern elephants, these prehistoric pachyderms are far less hirsute than their contemporary tundra-dwelling cousins. Living in large herds, wild Col'hun live mainly in the equatorial jungles and savannahs. Domesticated for the great size, strength, and surprising degree of intelligence, the Col'hun are the Naacal's primary beast of burden. Even the smallest village keeps one or two of these animals to aid with heavy work such as clearing land. Merchants also use them to pull massive carts, laden with trade goods, across the length and breadth of the continent. Many Naacal armies fight from the backs of Col'hun fitted with barding and howdahs. When treated with kindness, a domestic Col'hun can be a loyal and gentle giant. When abused or threatened, they can be deadly, near unstoppable brute.

Terror Bird (Skal'los):


Armor Class: 6 [13]
Hit Dice: 3
Attacks: 2 Talons (Id6), 1 Beak (Id6+2)
Special: None Move: 18
HDE/XP 3/60
For the average Naacal, the most terrifying sound in the world is the screech of the dreaded Skal'los, a lingering species of Phorusrhacids or Terror Bird. Flocks of these giant flightless, meat-eating birds fearlessly prowl the jungles of Mu for prey—any prey. Using coordinated tactics and attacking with their massive, bone-cracking beak or kicking with their razor-sharp talons, these swift, agile birds can bring down an adult Col'hun if the opportunity arises. While their meat is inedible, the bright plumage of the males (the feathers of the female are shades of brown and gray) is prized by hunters. Also, if properly tamed and trained, they are large and strong enough for a human to ride and several Naacal kingdoms field elite units of Skal'los cavalry. Peasant levies have been known to break ranks and run when they see these armored warriors and their equally-deadly mounts charging at them.

Smilodon (Fra'zur):


Armor Class: 6 [13]
Hit Dice: 7
Attacks: 2 Claws (Id6), Bite (2D6)
Special: None
Move: 12
HDE/XP 8/800
Several species of the fabled Smilodon or "Saber-Toothed Tiger" (although, these animals were not closely related to modern felines) are another ferocious predator, feared throughout Mu. Some varieties, like modern tigers or panthers, live in the jungles, waiting in trees or cliffs to pounce upon unsuspecting prey. Other species live in the grasslands and mountainous region in prides like lions. Along with slashing attacks from their massive claws, their long incisors and powerful jaws make the Fra'zur an especially dangerous threat.

These are just some of the unique, prehistoric creatures that you're characters can encounter. Have suggestions for more? Post them in the comments below.

Wednesday, May 6, 2015

White Star Character: Kay'Lanna Dreen, Knight of the Rising Star

James Spahn's OSR science fantasy game White Star has taken off like a tramp cargo ship full of fugitive rebels trying to get to the Alderaan System. While I compose my review, I thought I'd share my first character; Kay'Lanna Dreen, Space Knight. While the inspiration for this character class should be obvious, the White Star universe I'm concocting is far less black and white than that one that took place a long time ago in a galaxy far, far away. Think more Dune than A New Hope, where the psionic Space Knights, products of a thousands-of-year-old breeding program, serve their virtually immortal masters who rule planetary fiefdoms as their elite agents and warriors. 

Dame Kay'Lanna Dreen
1st Level Space Knight of the Rising Star Order

STR: 8
DEX; 15 (+1)
CON: 12
INT: 13
WIS: 13
Chas: 12

AC  6 [13] (Using Dex Bonus for AC Option.)
BHB: 0
HP 6 (I always allow my starting PCs max HP)

Meditations: None

Equipment: Star Sword, Laser Pistol, 1 Energy Cell, Light Armor, Clothing (Common), Communicator. 15 Credits.

A scion of the Dreen lineage of the Rising Star Order, Kay'Lanna has just earned her knighthood and vowed fealty to House Salzor of Caldor. As a novice knight of House Salzor's cadre, Kay'Lanna has been assigned protection detail for Lady Almada's ne'er-do-well son Feldan as he leaps across Imperial space in search of adventure. While Feldan is brash and reckless, Kay'Lanna is a loyal knight and will do her duty to keep the party-boy lordling in line and out of trouble as he hones her own skills.

Tuesday, July 1, 2014

Warriors of the Red Planet: It's HERE! It's HERE! (at least the beta)

Yesterday, I was so busy spending the day red-faced, screaming, and pounding any available table over the Supreme Court's moronic Hobby Lobby decision, I failed to notice Thomas Denmark's announcement that after years of waiting...


WARRIORS OF THE RED PLANET IS AVAILABLE!!!

Right now the document is a perfect-bound paperback print "Beta" edition available at Lulu.com. The doucment reportedly needs still needs a little and polish but, it should be quite playable. While I while certainly be picking up the print edition, I did wish they had a .PDF we could download right away. I suppose Thomas and Al want to keep control of the document for the time being rather than seeing it plastered on every RPG website.

Friday, May 23, 2014

"Warriors of the Red Planet" Coming Soon?

Want! Want! Covet! Covet!

Just when I thought it had become vaporware! After over a year of silence from the Warriors of the Red Planet blog, artist Thomas Denmark announced today that he will have the Beta of the final game, along with a limited edition portfolio of five of his paintings used in the game, will be available at his table at Kublacon in Burlingame, CA, this weekend.

Sadly, I live on the wrong side of the continent to attend and it's driving me crazy. I have been waiting for these rules for years now, and I would kill a man--in front of his own spouse and children--to even catch a glimpse of the finished game. Hopefully, this means that my wait will finally be over and my pitifully excuse for a wasted live will have some semblance of meaning and I can die only slightly less alone and afraid than I had originally planned.

Wednesday, March 12, 2014

Creatures of Mu: Spawn of Yuggoth

Spawn of Yuggoth:

Hit Dice: 2
Armor Class:  9 [10]
Attacks: 2 x Pincers (1d4)
Saving Throw:  16
Special: Fear, Flight, Greater Than Human Intelligence, Weapons Resistance (See Below)
Move: 4/10 (flying)
Challenge Level/XP: 6/240

These bizarre aliens resemble nothing less than pinkish, man-sized crustaceans with a convoluted, pulpy ovoid mass covered in short cilia and antenna answering for a head. Large membranous wings sprout from their back and they have several sets of insectile limbs protruding from its underbelly. Composed of matter beyond normal human understanding and possessing an anatomy that is more fungoid than animal, they are quite resilient to damage from physical attacks. Any non-magical weapon does the minimal amount (plus any Strength bonuses) possible. They are capable of communicating with humans through a buzzing parody of our speech.

Their main abode in our solar system is a distant, dark, dwarf planet called “Yuggoth” by some priests and arcane scholars, is only a small colony of a larger interstellar civilization. Eons earlier, the Spawn of Yuggoth came to Earth and built a great city around Mount Yaddith-Gho where they mined the volcano for rare elements. With them, they brought the Great Old One, Ghatanothoa , which they kept within their mountain colony for some unguessable purpose. After many millennia, the Spawn's colony became deserted; some believe they died out, others say it was abandoned.

While they can also be adept spellcasters, paying homage to Shub Niggurath and The Crawling Chaos when their uneartlhy designs require it, their scientific knowledge is vast. Artifacts from their reign are highly prized by scholars and sorcerers, particularly the magical lagh metal which only a few human artisans have learned to sculpt and smith into weapons or other devices.

Wednesday, January 29, 2014

Creatures of Mu: Crypt Dwellers (Ghouls)

Crypt Dwellers (i.e. Ghouls):

Hit Dice: 2
Armor Class: 7
Attacks: 2 Claws (1d4), 1 bite (1d4)
Saving Throw: 16
Special: Fear
Move: 9
Challenge Level/XP 3/60

These bestial, nocturnal. humanoids are marked by their canine features, hoofed feet, and fore claws. As carrion-eaters with a taste for putrescent human flesh, they haunt burial grounds and live in subterranean crypts and tunnel systems under major cities. They have no difficulty speaking Naacal and other human languages and communicate with each other in their gibbering, meeping tongue.

While they can be vicious opponents who will occasionally attack humans, Crypt Dwellers are not necessary inimical. Crypt Dwellers have been discovered in the service of powerful sorcerers, and some have even been employed to guard the tombs of powerful priests and nobles in exchange for being allowed to feast upon the bones of lesser personages. They have even been known to assist human adventurers with whom they find common cause. Human's who are welcomed to live in their warrens have a tendency to slowly mutate into Crypt Dwellers over time. However, for the most part, they just wish to be left alone.


(Note: The Nacaal would not use the word “Ghoul” since that name is derived from Arabic, a language that will not be uttered for thousands of years to come. Terms like “Crypt Dweller,” “Carrion Eaters,” “Grave Kin” and other similar phrases are the most common names given these creatures.)

Monday, January 27, 2014

Creatures of Mu: Deep Ones


Here we're going to start to translate some of the more popular Lovecraftian creatures into stats for the Swords & Wizardry version of my Mu Campaign. I'm using Chaosium's classic Call of Cthulhu as a guide for conversion as well as S&W's monster creation rules to help create the stats. First off, let's look at those ichthyic servants of Great Cthulhu, the Deep Ones:

Deep One:
Hit Dice: 2
Armor Class 6 [13]
Attacks: 2 claws (1d4) or weapon (1d8)
Saving Throw: 16
Special: Breathes Water, Fear
Move: 6/12 (Swimming)
Challenge Level/XP: 4/120

These amphibious humanoids resemble nothing less than an obscene melding of fish, frog, and man. They tend to be gray-green with pale bellies and their long, webbed hands with razor sharp claws, scaly backs and palpitating gills slits on the sides of their necks. They are superb swimmers, but can walk on land by lopping and hoping about. Their glassy eyes never shut and their croaking, baying voices are capable of generating human speech.

Despite their obvious genetic differences, the Deep Ones are somehow capable of interbreeding with humans. At first, such hybrid offspring would initially appear human, but upon reaching adulthood will slowly begin to change into a Deep One, eventually forsaking the land joining their fellows beneath the seas. Unless killed through violence, Deep Ones are virtually immortal, dwelling for centuries in their undersea cities and praying monstrously to Cthulhu and his cohort's Da'gun and Hi'dra. They yearn for the day when they will rise up and overthrow the simian surface dwellers, paving the way for the return of their slumbering lord. They often target desperate coastal communities, offering plentiful fishing and gold in exchange for devotion to Great Cthulhu, human sacrifices, and breeding stock.

Sunday, January 26, 2014

Mu/Gary Con Update

Yes, I will again be gracing Gary Con with my august presence and this year I will be GMing an event:

Slavers Of The Dead 
Why do the serfs of the remote, decaying village of Ny'Cha fear the night? What sinister forces are rifling through the bones of their ancestors? Can a motley band of travelers unravel Ny'Cha's secrets before more potent horrors are unleashed upon the land? 
Welcome to Mu, the dark, bloody and decadent world of sword and sorcery adventure and Lovecraftian horror. Pre-generated characters and variant rules summaries will be provided.

I also wanted to run a Savage Worlds/Realms of Cthulhu adventure where the players take the roles of mobsters sent to the mountains of Kentucky to find out what happened to a hooch supplier. Unfortunately, that game was not approved. Oh well, far less game master drudgery for me.