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Monthly Archives: December 2012

[Labyrinth Lord] Chupacabra

Chupacapra
No. Enc.: 1d6 (3d6+4)
Alignment: Neutral
Movement: 40’ (20’)
Armor Class: 8
Hit Dice: 5 +1
Attacks: 1 (claw 1d4+2, grapple)
Damage: 1d4+2 or special
Save: MU5
Morale: 7
Hoard Class: None
Small, elusive creatures that feed on the blood of mammals (hence goatsucker). Normally they life in small communities in warm woods and grasslands. They sneak into civilized areas at night (they are stealthy and have excellent low-light vision) and drain entire herds of farm animals in days; some have acquired a taste for humanoid blood as well. They generally are seen as half-intelligent: they are not tool users, but they show crafty tactics while hunting and hiding.
They prefer to attack enemies from behind, drain as much blood as possible, then try to flee to digest their meal.
They normally attack by grappling enemies from behind (additional +2 for grappling attacks), then sucking the blood out of their victims. Every round they are attached they can drain 1d4, up to 12 CON points

Converted from an old Dragon article for 3.5 (Dragon #343). I think they might be a bit hardcore.

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[Labyrinth Lord] Viking

English: An illustration of Vikings on a boat.

English: An illustration of Vikings on a boat. (Photo credit: Wikipedia)

Requirements: CON 9
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: 12

Vikings have a reputation to be great seamen, great drinkers, and often inclined to appropriate other’s property if it is not defended properly. Often a Viking ship is both trader and raider in one. They often test the waters first to see if the place they arrived in is defended, and will try to raid it if it isn’t.
They are proud and tall humans, more often than not blonde or redhaired (although their travels take them far and wide and bring back quite a lot of other blood). They value the sea and often will settle somewhere close to it.
However, they can use any weapon or armor, but they prefer axes, swords, and shields.

If professional skills are used they automatically gain the skill seafarer in addition to any other skill.

They have their own tongue, even though all of them are versed in the common tongue as well (as it is an important trade language). Because of their frequent interaction with them, Vikings often also speak dwarvish, gnome, and elvish.

Reaching 9th Level: When a viking reaches level 9, he has the option of creating a stronghold that will attract other vikings. Most of the vikings and their families will be of his own clan, but there always might be some others that settle around this new stranghold.

Viking Level Progression
Experience Level Hit Dice (1d8)
0 1 1
2,187 2 2
4,375 3 3
8,751 4 4
17,501 5 5
35,001 6 6
70,001 7 7
140,001 8 8
280,001 9 9
400,001 10 +3 hp only *
540,001 11 +6 hp only *

660,001 12 +9 hp only *

*Hit point modifiers from constitution are ignored

Yes, this has been based on the dwarf. The class is technically not really needed… but I had to remember the fun we had with DSA’s Thorwaler.

D&D and the Colossal Cave

English: Print terminal output of Will Crowthe...

Print terminal output of Will Crowther’s original Colossal Cave Adventure aka ADVENT (1975-76) (Photo credit: Wikipedia)

I don’t know if I came across this information earlier, but I think I might have: it sounds vaguely familiar.

The very, very classic game ADVENT (or Colossal Cave Adventure, or just Adventure), the game that inspired the adventure genre as a computer game genre as such, is obviously directly inspired by D&D. Not only that, it also started as an early way of computer assisted playing for a group of 8 players that didn’t have the time to meet often enough.

In a post in rec.arts.int-fiction from Oct 1994 Bernie Cosell wrote:

Well, Will Crowther made the game up after we had been playing D&D
for a few months.  A new arrival on the ARPANET project was also a
housemaster at Harvard at the time and D&D had pretty much just
appeared.  He dungeounmastered up a dungeon and a bunch of us from
the project team got sucked into playing.

Due to our inclinations, we were almost zero interested in the ‘battle and
monster’ aspect of the game, but rather a lot more interested in the
cooperation/innovation/puzzlesolving aspect.  And so quite against the
tide of the D&D world at the time, our dungeon turned into more of
a group problem-solving expedition than an every man for himself
hack-em-up.  Anyhow, it was great fun but VERY difficult for folk
who had any sort of a life: getting the eight of us together at the
same time and in the same place with nothing else to do for four
hours or so was a nontrivial problem.

So Will had the astounding idea that he could cobble up a
computer-mediated version of the game.  We mostly thought he was
nuts [but had long-since learned not to underestimate what Will
could innovate].  Given our predilections in the real game, in
ADVENT puzzles and cleverness were more of a premium than quick
reflexes and keeping track of hit-points.

[…]

No words on how well that worked though. The computer-mediation I mean. But the game itself soon spread over the servers of Arpanet and inspired other people to do similar things, or even go further than that. The genre of text-adventures/interactive fiction derives directly from this game, so do graphic adventures, and so do MUDs and by extension also MMORPGs.

[Tools] Tavern Soundset for Syrinscape

Medieval Tavern

Medieval Tavern

Remember when I wrote about Syrinscape last week? It’s a soundscape program for RPGs that allows to create background noises for your RPG sessions. It already comes with a nice amount of different soundscapes that can be used for different uses, but at least one was a blatant omission: there was no soundset for a tavern or inn. The place where the whole adventure starts in, or at least stops by at one point or another.

But do not fret, I was sick the last week and spent a lot of time playing around with my computer. So here it is: the Tavern soundset.

Download (zip) 42mb (downloads from Dropbox)

Some notes about it:

1. To use it in Syrinscape it has to be unpacked  into the Syrinscape folder. After that it can be chosen as normal from inside the program

2. I originally created this with the Tavern music from Dungeons and Dragons Online in the background. Of course I can’t put that one on here for copyright reasons. If you want to use it then just download the DDO tavern music into the folder, maybe convert it to .ogg, and rename it so the additional files start with “e4”. The program then uses them in the music channel.

3. the soundset does use sounds found on freesound.org and CC-licensed music found on Jamendo.com (specifically from Fatzwerk, ENoz, and The Racoons, check them out!)

WARNING: as of the latest version of Syrinscape this does not seem to work anymore. It might actually work for you with some skilled trickery, but I can’t even get the new version to work, so there is that.