June 29, 2014

Ancients & Aliens - Session 0: Pregame info-dump

I know I shouldn't info-dump, but I did, so...

I gave the group some setting info before and during the first session.  The setting is not traditional and I didn't want to blindside them with all my weirdness.  So I tried to just throw it all out there and be up-front about it.  It was probably too much.  Maybe I'll just start everyone off in a gladiator pit next time, fighting for their lives with no explanation.

The setting is fantasy ancient Mesopotamia.  Humans and a lot of other genetic freaks were created to serve as slaves by the Anunnaki, who ruled as living gods.  Elvish and Dwarvish civilization was wiped out back when the Anunnaki first arrived in their spaceships.  Clouds of forgetfulness descended, setting those civilizations back into the stone age in a matter of days.  Their ancient knowledge trapped in books while they have forgotten how to read.  Rumors persist of Dwarven cities sealed off somewhere deep underground, but the Anunnaki sent down robots and all kinds of mutant horrors to hunt those guys into extinction millennia ago.

The party is starting out in the town of Niru.  Umma, Kish, and Niru were once all minor suburbs of the city Kutha.  After some weird rumors about stuff going on down in the Underworld, Nergal (the god of pestilence and war) led an army of followers, all his magi, and many demons through the streets of Kutha and into his ziggurat temple named Meslam in the center of the city.  From there they went through the magical gateway, stormed the fortress Ganzer, and fought their way through the seven gates of Ganzer and into the Underworld.  They haven't been seen since.

Shortly after, all of the other Anunnaki gods sealed up the magical gateways to the underworld in their ziggurats.  Then they were all suddenly late for some appointment up in the sky.  They all took off in their shiny silver skycraft saying things like "Take care of everything while I'm gone" and "I'll be right back" and "It's fine, it's fine, EVERYTHING IS FINE NOW JUST GET OUT OF MY WAY!"

That was fifty years ago.  Now weird portals open and close on the surface world sometimes, unleashing demonic horrors.  The wild races like elves and orcs are growing bolder, attacking travelers and outposts.  The magi of the ziggurats, former middlemen of the Anunnaki, are running out of high level scrolls and are beginning to get desperate.  They are looking for heroes.

Vampires, demons, and other monsters have begun to crawl up out of the ziggurat in Kutha.  The people of Kutha fled and now the walls of Umma, Kish, and Niru are surrounded by tent cities of makeshift hovels full of refugees from Kutha.  The monsters stay mostly within the walls of Kutha and feed on the zombies who must pass through there on their way to the Underworld.  Mostly.   The Ulu does roam around the countryside a bit, and vampires sometimes.  It's a problem.  Especially since the Ulu is over 30 feet tall now and just seems to keep growing as it eats more zombies, demons, living people, and livestock.

The Kutha Ulu

Anyhow... Magi of various faiths have come in and taken over the town of Niru.  They would like to get into Kutha and take control of the ziggurat there.  They can't seem to agree on what to do with the ziggurat after that, but they are working together right now just to get in there.  Niru is across the river from Kutha, and the Ulu and vampires seem to have trouble crossing the Euphrates, so... that's nice.

However there are a bunch of orcs, and elves, and all kinds of other troubles that seem to be descending upon Niru from the opposite side.  Supposedly there are a bunch of old caves that the wild races are gathering at.  There is also an old elven wizard tower in the woods somewhere with a dungeon below that is full of monsters, maybe even a dragon.

The people of Niru are busy farming, baking mud bricks, cutting down trees, and collecting stones to use in making new homes and improving/expanding the walls of the city.  The magi have been hiring adventurers, watchers, and scouts to protect the citizens as they venture away from town to do this work.  That is where the PCs come in.  The PCs get free room and board in a big open one-room hall along with all the other desperate vagabonds who've signed up.  Two free meals each day, the first meal is runny porridge, and the second is called "Mystery Stew".  I assure you that the mystery ingredient is not love.  However, they do earn 1gp per day, and maybe they can buy some love with that.

Oh, did I forget to mention that any time a member of the slave races created by the Anunnaki dies they rise again as a zombie after a day or so and then make "the long walk" all the way to the Underworld?  It's an even longer walk now that all the ziggurats have their magical portals sealed.  The only one still open is in Kutha, so all the dead are walking to Kutha now.  If you can afford it, the lamentation priests of the magi say that they can perform rituals on a dead body to send the spirit straight into the Underworld without the body needing to rise again in order to make the journey.  Some people prefer that, but others are more traditional and want to take their body with them.  Anyhow, the walking dead are mostly passive if you stay out of their way.  Sometimes they'll get bitey if it's night time, or if you mess with them, or if they see their killer and a chance for vengeance.  Once a zombie tastes blood they forget all about their trip to the Underworld and will do whatever it takes to drink more blood and remain in the land of the living.  They are pretty much vampires at that point.

Good Luck!

Character Creation Document

House Rules Document

Special thanks to Jeff Rients since I feel like I mostly just steal his gaming documents and then slightly alter them to suit my needs.  Thanks dude :)

June 21, 2014

LL Custom Class: Elfulan

By Karracaz
This class was made for my Ancients and Aliens setting reboot.  It was all a perfectly vanilla fantasy world until aliens showed up and wrecked the place.  Bombs and memory stealing clouds caused elvish civilization to crumble into savagery, robots and mutant horrors were sent underground to hunt down any pockets of dwarven resistance.  The Anunnaki aliens practiced their genetic experiments for millennia and eventually created a number of hybrid slave races... like these elfulan people, the halflingons, andwarvians, and eventually humans.


Elfulan
Requirements:  Constitution of 8 or less
Prime Requisite: STR and INT
Hit Dice: d6
Max Level: 10
Hit Progression: as Fighter
Saves: as Elf
Weapons: Any
Armor: Any
Special Abilities:

Infravision 60'
+1 Strength (and green blood)
Find Secret Doors (2 in 6)
Armored M-U Spellcasting
Magic/Spell Research
 

Elfulans claim to be the first people that the Anunnaki created here on Earth.  The Anunnaki mixed the genetic material of the natives elves with a strong and intelligent alien race.  Some of the elfulans acted as personal servants and bodyguards for their Anunnaki gods, but most are now soldiers under the command of the Magi who use them to guard the ziggurats and police the cities.

In the distant past a group of Elfulans turned against their Anunnaki masters.  Their treachery was quickly swept away and they were never seen again.  After this it became a standard policy that all Elfulan children should be taken at the age of 5 and enrolled in special boarding schools until they reach adulthood.  Only when satisfied with a student's obedience would they advance to classes in magic and weapons training.  Upon graduation they were given a possession which they prized above all others, a silvery "loyalty collar" which would never be removed.

The Anunnaki could will these collars explode if an Elfulan displeased them.

Since the Anunnaki's abrupt departure 50 years ago, the obedience schools are now run solely by proud Elfulan traditionalists.  Most Elfulan children are still taught there, but parents do tend to wait until their children are older before sending them off.  The Anunnaki took the secret of crafting the silvery collars with them when they left.  The fresh graduates now make due with non-exploding collars of bronze.

Recently some of the more liberal Elfulan parents are now keeping their children out of the boarding schools completely.  The home schooled are looked down upon, and generally considered to be untrustworthy troublemakers.  Any Elfulan not wearing a collar will likely have difficulties when interacting with their Elfulan peers (peers who often work in law enforcement).



Elfulan
100 Base
70   Hit Dice: d6
70   Hit Progression: Fighter (+2 hp after L9)
15   Max Level: 10th
35  Elf saves
60   Armor: Any
90   Weapons: Any
60   Magic: no divine scrolls
 
15   Infravision 60'
25   +1 Strength
10   Detect Secret Door (2 in 6)
55   Armored M-U Spellcasting (+15% for padded - scale, +40% for chain - shield)
25   Magic/Spell Research 
170 Spells: Magic User Spell Progression at Lvl1, 5th lvl spells max
 
Spellbook User Base Experience X Elf Class 800%
0 -----------Level 1 ------------- 0
500 --------Level 2 -------  4000
1000 -------Level 3 ------- 8000
2000------- Level 4 -----  16000
4000 ------ Level 5 ------ 32000
8000 ------ Level 6 -----  64000
16000 -----Level 7 ---- 128,000
25000 -----Level 8 ---- 200,000
50000 -----Level 9 ---  400,000
________ Level 10+ ________
2hp/Level = +200,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 10 @ 600,000



***Oh sweet!  Building this class helped me realize that casting M-U spells while wearing armor needs to have an xp cost on my Custom Class Builder Thingy.  This changes everything!  The high xp chart for the Elf class finally makes sense to me.... We are go for armored spellcasting classes.***


June 13, 2014

LL Custom Class: Jedite

Loyalty, Duty, Honor; this is the Jedite way.

A small group of primitive humans with psychic talent were taught in the ways of an ancient order of mystics dedicated to preserving peace and stability across the galaxy.  Their alien master disappeared mysteriously before their training was complete.  Access to the info-cubes containing the ancient texts were lost when the other aliens abandoned this planet shortly after.

These students eventually proclaimed themselves to be the new masters and took on students of their own.  Each of them interpreting the lessons of their old master a bit differently, and certainly some things were mistranslated.   Explaining a foreign concept to a student is hard enough, but when you are still a little fuzzy on the details yourself; well...

"We are the Jedites.  We strive to follow the path of Jed, and always seek his favor.  Jed's Force is all around us, and with proper focus and discipline Jed will allow us to use some of his power.  Loyalty to Jed, the order, and to the new masters is paramount.  The Jed Eye sees all."

The new masters quarrel among themselves about who should lead, and the Order has fractured into different clans.  Some cities are dominated by a single clan, but other cities have begun to see violence between the clans as they fight over turf and prowl the streets looking for new students.

Children sensitive to the force of Jed are taken into the order and trained from a young age.  Inferior students are pushed to try harder, but those who buckle under the pressure never achieve full Jedite status. 
------------------------------------

Jedite
Requirements: One ability score at 13+
Prime Requisite: WIS and CON
Hit Dice: d7
Max Level: None
Hit Progression: as Cleric/Thief
Saves: as Thief
Weapons: Any
Armor: Padded, Leather, Studded Leather
Special Abilities:

Through long hours of meditation and practice the Jedites seeks to unlock their hidden psychic talents.  At character creation every Jedite gains the power Jed's Eye (rating 1) and a randomly determined Specialized Fighting Style. Every time the Jedite gains a level, a new Jedite power is gained by rolling on the chart below.  If the result is a power (or fighting style) already possessed, then the player can choose which power they wish to increase.  Each of the seven powers has a maximum rating of 5.

1. Jed's Eye
2. Telepathy
3. Telekinesis
4. Imbue
5. Heal
6. Energy Manipulation
7. Masking
8. Specialized Fighting Style (random) 


Specialized Fighting Styles
Roll a d8 to determine which fighting style is learned.  These fighting styles have no activation cost, but the AC benefits do not apply to surprise attacks (unless the Jedite has Jed's Eye Lv2: Danger Sense activated).  Jedites who know multiple styles may switch between them each round, but the benefits of different styles are never combined.  The fighting style benefits apply to both armed and unarmed melee attacks so long as the Jedite can move about freely and is not wielding a slow, heavy two-handed weapon.



1. Snake Style: +/-2 AC, +1 To-Hit, +1 Damage

"Attack with the head when the tail is attacked, attack with the tail when the head is attacked, and attack with both head and tail when the body is attacked." - Sun Tzu

2. Tiger Style:  +2 To-Hit, +2 Damage

Tiger is an aggressive style that utilizes vicious ripping, tearing and breaking techniques.  Tiger style meets force with force.  Raking fingers and precision chops attempt to gouge, snap joints, and break bones.

3. Flying Eagle Style: Jump ability at will (up to 30ft horizontal, 10ft verticle).  A melee attack made while jumping gets +1 Damage per 10ft.

"Eagle powers... come to me!  Please!" - Nacho
4. Flaming Energy Ball: 30 ft range, target must save vs. dragon breath or take d6 damage

The Jedite forgoes a melee attack and instead concentrates on focusing power into a ball of force which blasts out toward an enemy.  Energy Manipulation power can alter the energy type.

"Hadoken!" - Ryu

5. Two-Headed Snake: reroll one failed attack roll each round

An alternate, more aggressive form of snake style.  The defensive posture of snake is replaced by a fast and fluid assault using feints and misdirection.
 6. Circle of Death Style: If you hit in melee and roll the minimum amount of damage, then this damage is an attempt to use the Jedite Death Grip to stop the heart. In addition to the damage your victim must Save vs. Death or die.

Doesn't work on undead, constructs, or anything bigger than a hobgoblin.

7. Shaolin Bear Strike:  Once per round, if you deal melee damage the victim must Save vs. Paralysis/Stone or be stunned and loose their next action.

The Jedite releases power into each strike attempting to stun their opponent and knock them off balance.


 8. Unique Style!

You've developed your own personal fighting style.  Give your style a name and split 4 bonus points between AC, To-Hit, and Damage; or get your DM to agree to some other special effect.


Muse - Knights of Cydonia (video)
 -----------------------------

Jedites use their own hp to activate their abilities, only the fighting styles are free to use.  They may sacrifice a number of hp equal to their level each round.  Sacrificed hp + power rating = the force (effectiveness, range, or duration) of the power used.  A few powers cost only 1hp to remain active for an entire day, others must have their costs paid each round.

Jed's Eye
1st power - Sense Jedite: Cost 1hp/day, Can sense nearby Jedites if their Masking is less
2nd power - Danger Sense: Cost 1hp/day, allows action during any surprise round
3rd power - Battle Precognition: Cost 1hp/day, AC bonus equal to Jed's Eye rating.
4th power - Psychometry: cost dependent on details sought and time elapsed
5th power - Farseeing: cost dependent on distance, familiarity of subject, and more

Telepathy
1st power - Send Thought: 2 or 3 words. Cost determined by distance
2nd power - Comprehend Language: 1hp per turn per individual
3rd power - Suggestion: (force+d20+your WIS minus target WIS: success = 11+)
4th power - Hear Surface Thoughts: 1hp per round per individual, close range
5th power - Rip Memory: sustained touch and force = target WIS+time to find memory

Telekinesis
1st power - Push
2nd power - Levitate
3rd power - Choke
4th power - Throw
5th power - Crush

Imbue
1st power - Accuracy
2nd power - Burst of Speed
3rd power - Weapon +1
4th power - Jump
5th power - Bonus Attacks

Heal
1st power - Heal Other
2nd power - Detoxify
3rd power - Heal Self (Meditation: +1hp per turn)
4th power - Cure Disease
5th power - Remove Curse

Energy Manipulation
1st power - Alter
2nd power - Deflect
3rd power - Reduce
4th power - Create
5th power - Absorb/Channel

Masking
1st power - Hide from the Eye: Cost 1hp/day, undetectable to Jed's Eye of equal or lesser rating
2nd power - Silent Step: Cost 1hp/day, Move Silently as Thief equal to your level
3rd power - Mental Mask: Cost 1hp/day, save bonus vs. mental effects equal to Masking rating
4th power - Gather Shadows: Cost 1hp/day, Hide in Shadows as Thief equal to your level
5th power - Aether Cloak: Cost 1hp/turn, Invisibility


Most famous clans
Shadow Clan Zadokan
Umma Cynthirr
The Fists of Master Po




Jedite
100 Base

95   Hit Dice: d7
30   Hit Progression: Cleric/Thief (+1hp after L9)

0     Bonus +1hp after L9
10   Thief saves

10   Armor: Padded, Leather, Studded
90   Weapons: Any
30   Magic: no wands, no spell scrolls

175 One random Jedite Power each level
10   Jed's Eye at Level 1
-----------------------------------------
550 - Total


Student Jedite

10% Tithe Base Experience X Jedite Class 550%
Base XP----*5.5 ---- Student Jedite XP
0 -----------Level 1 ------------- 0
300 --------Level 2 -------  1650

600 --------Level 3 -------  3300
1200 ------ Level 4 -------  6600

2400 ------ Level 5 -----  13200
5000 ------ Level 6 -----  27500
10000 -----Level 7 -----  55000
20000 -----Level 8 ----- 110000
40000 -----Level 9 ----  220000
________ Level 10+ ________

2hp/Level = +120,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 20 @ 1,540,000        




If you leave the order and are forced to complete your own training without the aid of a more experienced Jedite, then it will take more experience points to gain new levels.

Ronin Jedite
Standard Base Experience X Jedite Class 550%
Base XP----*5.5 ----- Ronin Jedite XP
0 -----------Level 1 ------------- 0
400 --------Level 2 -------  2200

800 --------Level 3 -------  4400
1600 ------ Level 4 ------   8800

3200 ------ Level 5 -----  17600
6400 ------ Level 6 -----  35200
12800 -----Level 7 -----  70400
24000 -----Level 8 ----- 132000
48000 -----Level 9 ----  264000
________ Level 10+ ________

2hp/Level = +120,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 20 @ 1,584,000   

May 19, 2014

LL Custom Class: Amazon Huntress


The Amazons are all fiercely independent female warriors and shamans, but only a few have been specially blessed by the goddess of the hunt.  These Amazon Huntresses are utterly at home in the forest, and are able to gain the trust and loyalty of wild animals.  While rare, a Huntress need not be born an Amazon; some women gain these abilities after living alone in the wild lands for years.  Nor is belief in the goddess a requirement, instead the goddess will bless worthy women who break free of male dominated society and embody the wild huntress aspect of the warrior goddess.

Most Amazons are impressive warriors, equal to male fighters in all respects.  Amazon daughters begin their martial training at a young age, taught by their mothers to protect themselves from male aggression.  A Huntress has honed her skills even further, she usually has quicker reflexes and better accuracy with bows and thrown weapons.  Amazon warriors can wear any armor, but the Huntress prefers not to sacrifice her freedom of movement and wears only leather armors or none at all.

The Amazons live on the outskirts of civilization, often riding together in nomadic groups.  They distrust most men, but can be amicable if approached carefully and treated with respect.  They will occasionally come to trade for supplies or simply to explore the civilized lands.  Rumors persist of a great Amazon city somewhere deep in the wilds.  It is said to be a place where men are kept as slaves and wild animals act as pets.



Amazon Huntress
Requirements:  Female, Every Ability Score 9+
Prime Requisite: DEX and CHA
Hit Dice: d8
Hit Progression: as Fighter
Saves: as Fighter
Max Level: None
Weapons: Any
Armor: Padded, Leather, Studded Leather and Shield
Special Abilities:
Move Silently
Same percentage as thief
Accuracy
All ranged attacks get +1 to hit.  This includes lassos and whips.
Instinctive Dodge
Grants the Huntress an AC bonus against a single attack each round.  She must see the attack coming, so this cannot be used against sneak or surprise attacks.  This AC bonus is equal to her level, or half if she is wearing armor.
Tracking
Base chance equal to Hear Noise for tracking a human through a dungeon setting.  You might need to roll again if your quarry passes through a room with multiple exits or a junction of passages.  Tracking through the wilderness is easier, but may also need to be rolled again from time to time.  Before you roll, give the DM time to take circumstances into account and decide if your chance of success should be modified.  The DM's decision is final, but here are a few of my suggested modifiers.
+2-in-6  if tracking through thick vegetation or wilderness
-1-in-6  if quarry is halfling sized
+1-in-6 if quarry is ogre sized
-1-in-6 if quarry uses a concealed or trap door
-2-in-6 if quarry climbs a ladder, rope, or cliff
-3-in-6 if quarry uses a secret door
-impossible- if the area is clean stone without grime or dust
Difficulties can lower a 1-in-6 chance down to 1-in-8 then 1-in-10 and eventually 1-in-12.  Benefits can raise a 5-in-6 chance up to 7-in-8 then 9-in-10, and eventually 11-in-12.  The DM can always choose to skip the roll and just declare the tracks to be either obvious or impossible to follow based on the circumstances.

Enthrall Beast
2 uses per day - This usually only works on non-magical mammals, but it might also work on magical steeds of the same alignment as the Amazon (unicorns, pegasi, nightmares).  The Huntress makes eye contact and uses calming noises and gestures while approaching the animal, eventually touching the beast gently at the end.  She must genuinely not wish to harm or trap the animal; they will sense any trickery.  So long as the attempt is made with good intentions and neither of them are disturbed the creature will remain transfixed until the end, then make a save vs. spells to resist.  Each successful use will turn one hostile creature to neutral, or one neutral creature to charmed.

A charmed beast will strive to protect it's mistress, but it is far from trained.  Beasts might greatly misinterpret social situations and become viciously overprotective.  Charmed beasts can be released from service and sent back into the wild at any time.  This may be advisable before entering a town or city.  Long time animal companions can learn a few commands, but they still might need to roll a morale check to see if they obey commands that conflict with their natural instincts.

The Huntress can safely have (1+CHA modifier) beasts charmed at the same time, with (Huntress level+CHA modifier) combined HD.  Exceeding either of those numbers will cause the beasts to become confused  and extremely jealous, growling and snapping at one another and even the Huntress.  During this time the beasts all make a new save vs. spells every turn.  Any who break free of the charm in this way will attack out of frustration and anger for at least one round before running off to return to the wilderness.



I intend to use this class with the Labyrinth Lord rules, but I've tried to keep it fairly system and setting neutral.  The following XP chart was made using my Customized Classes for B/X guidelines.
 
Amazon Huntress
100 Base

120 Hit Dice: d8
70   Hit Progression: Fighter (+2hp after L9)
30   Fighter saves

20   Armor: Padded, Leather, Studded Leather, and Shield
90   Weapons: Any
30   Magic: no wands, no spell scrolls

10   Move Silently
10   Tracking
15   Accuracy
40   Instinctive Dodge
65   Enthrall Beast
-----------------------------------------
600 - Total

Standard Base Experience X Huntress Class 600%

Base XP--------------Huntress XP
0 -----------Level 1 ------------- 0
400 --------Level 2 -------  2400
800 --------Level 3 -------  4800
1600 ------ Level 4 -------  9600
3200 ------ Level 5 -----  19200
6400 ------ Level 6 -----  38400
12800 -----Level 7 -----  76800
24000 -----Level 8 ----- 144000
48000 -----Level 9 ----  288000
________ Level 10+ ________

2hp/Level = +120,000 each
~~~~~~~~~~~~~~~~~~~~~~
Level 20 @ 1,608,000        




December 14, 2013

How much treasure is in a random 1e AD&D dungeon?

Average Treasure per room (multiply by level of dungeon)
95cp
95sp
42.75ep
14.25gp
3.8pp
0.035 Gemstones (that fraction is worth 14gp)
0.0105 Jewelry objects (that fraction is worth 36.75gp)

If you convert all that to it's value in gp, then...
Dungeon Level 1 = 115.825gp per room
Dungeon Level 2 = 231.65gp per room
Dungeon Level 3 = 347.475gp per room
and so on...

So, if dungeon level 3 has 40 rooms then on average 13,899gp worth of treasure will be available for plunder on that level of the dungeon (3 X 115.825gp X 40 = 13,899gp).  This total does not include the occasional magic item or treasure map which turns up just as often as a piece of jewelry (a little over 1 such item per 100 rooms).

I arrived at this average total by running out the numbers from the random dungeon creation tables in the DMG (specifically V.F. and V.G on pg171).  I also used these values for average gems and jewelry that I found over on Dragonsfoot.  I should note that you can't get mixed treasure if you actually use the charts in the DMG.  Each treasure horde would be a single thing, like a pile of copper pieces, or a sack of silver coins, or d4 gems, or a piece of jewelry; never a big mixture of treasure.

According to those charts, 5% of the rooms have unguarded treasure and another 15% have larger treasure piles guarded by monsters.  That leaves 80% of the rooms devoid of treasure.  So, in the average random dungeon the party would actually have the opportunity to find a treasure horde in every fifth room.  The average treasure horde on dungeon level 1 would be...
475cp
475sp
213.75ep
71.25gp
19pp
0.175 Gemstones (that fraction is worth 70gp)
0.052 Jewelry (that fraction is worth 183.75gp)

Total value = 579.125gp


I'm not sure what I'm going to do with these numbers, if anything.  I was thinking of houseruling some treasure tables when I went off on this side quest.  I did find the results interesting, so I thought I'd share them.

December 29, 2012

Custom Class: Naked Mole Ratling

The first new class I've made for my Death to Humans! campaign.  I'm using race as class in my heavily house-ruled Franken-clone, but to each their own.  As always, feel free to use or improve upon my ideas for your own games.



Naked Mole Ratling
Requirements:  Comeliness 5 or less
Prime Requisite:  Constitution
Hit Dice:  d6
Max Level:  12th
Hit Progression:  Fighter
Saves as:  Dwarf/Halfling
Armor Allowed:  Any
Weapon Restrictions:  None
Magic Item Restrictions:  No wands, cleric scrolls, or magic-user scrolls
Racial Abilities:  Tremorsense 60' and Heightened Smell 

*Tremorsense:  Automatically detects any footsteps or burrowing within 60'.  This can detect invisible creatures, but not thieves who succeed in moving silently.  A slowly slithering snake might go unnoticed, but a small hopping frog would not.  Naked mole ratlings detect these vibrations with the whiskers sprouting here and there from all over their body, but usually it is their bare feet or tail which is touching the ground.  These sensitive hairs make wearing clothing and armor uncomfortable, but they can become acclimated over time.

*Heightened Smell:  Can sniff into passages or under doors to get a whiff of what lies beyond.  Roll as a thief of the same level using the Hear Noise skill.  This may also detect strong emotions and/or the stench of evil, at the DM's discretion.  A strong overpowering scent can mask more subtle odors.


Society and Culture
Naked mole ratlings are almost always considered repulsive and disgusting by other sentient species.  A few caring people will do their best to be accommodating and accepting of these "poor unfortunates" and tell others that "underneath it all they really do have a great personality", but even these gentle souls find it difficult to eat a meal with a naked mole ratling sitting next to them.  It isn't only their wrinkled visage that hinders social interactions, but also the rampant rumors of incest (mostly false) and stories of daily baths in their communal cesspits (mostly true).

Naked mole ratlings typically live in large underground colonies dominated by a single reproductive queen.  These colonies are rather similar to some insect colonies, such as ants and bees.  Each queen can choose to rule her colony/family a bit differently, but most will conform to normal standards presented below.

Queens are well fed, rarely moving from the raised platform deep in the center of the colony.  Below the queen is the communal cesspit where others of the colony bathe daily in order to cover themselves with the scent of the queen.  Within their dark tunnels it is this scent that helps them to determine friend from foe.

The queen's carnal needs are tended to by her harem of males.  The males are typically uneducated, lazy, hedonists.  Their only other responsibility is to feed and care for of all the queen's babies for the first few years of life.  In lean times males will occasionally eat one of the young.  Neglect and incompetence also takes a toll.  Almost half of the young survive to adolescence.  Adolescent males are typically sold to neighboring colonies as love slaves; a queen has little use for her own lazy sons.  Adolescent females are given over to the care of the sterile female soldiers for training and work duties.

The sterile female worker/soldiers are responsible for bringing food to the royal chambers and nursery, and for the defending and expanding the colonies tunnels.  These females are often referred to as amazons.  They are tough as nails and usually follow a rigid military hierarchy.  They are expected to show fanatical devotion to their "Great Mother", the queen.  As these females prove themselves by gathering resources and defending the colony, they are given higher rank and allowed greater autonomy.  Besides the males, only the highest ranking amazons are allowed to speak directly with the queen.  Most of the higher ranking females will train and command groups of lower ranking amazons, but a few will take it upon themselves to learn crafts and trade skills for the good of the colony.  Most colonies produce only primitive weapons and armor, but they are great scavengers and will make use of any arms they find.  Larger colonies may even have a blacksmith's forge in a well defended outpost upon the surface.

A few of the young amazons (1%) are reproductive females.  Usually these are quickly discovered and the queen will challenge these rivals to single combat, killing them before they can become a threat to her.  If the old mother is killed, then the young reproductive female will become the new queen.  Some few reproductive females are able to flee the colony to take their chances up in the outside world.  These "Amazon Queens" can start a colony from scratch (once they acquire a male), or can take control of any existing colony by defeating it's queen mother.

Rival colonies and their queens are always a threat, but without neighboring colonies there would be no source of new young males... except for their own sons.  Often there will be a cluster of colonies in the same region who are constantly feuding over bits of land and food, but also trading males and other resources.  The established queens will usually stop short of killing each other, preferring instead to demand tribute from weaker colonies.  Rogue upstart queens are afforded no such courtesy, unless the males they'll produce are a much needed commodity.

In the border regions between two colonies one will sometimes find one of the famous "Mud Pits of Love".  The mud collected at these sites fetch a high price in human (and other) communities because it is said to remove wrinkles, restore youth, and cure impotence.  Naked mole ratlings know their value and guard these sites viciously.  The mud is sometimes collected for trade with outsiders, but they know enough to trade it sparingly in order to drive up the price.  Some mad hermits claim to have seen naked mole ratling males and amazons from different colonies come together on certain nights to bathe in these mud pits, wash off the scent of their colony, and have huge orgies in the mud.  Any naked mole ratling who hears such rumors will become angry and offended, demand that such things are never repeated, and then quickly change the subject. 





I made the xp chart by using my (overly?) intricate Custom Classes for B/X guidelines.


Naked Mole Ratling
100 Base
70   Hit Dice: d6
70   Hit Table: Fighter (+2hp after L9)
25   Max Level: 12th
55   Dwarf/Halfling Saves
60   Armor: Any
90   Weapons: Any
30   Magic: no wands, no spell scrolls

15   Sensitive to Vibrations 
(can detect footsteps/burrowing within 60')
20   Heightened Smell (can smell the emotions of those nearby)
0      Immune to pain from hot peppers and acid (but take damage as normal)
---------------
Total = 535% (of standard base xp)

Level 1 --------------- 0
Level 2 ---------  2140
Level 3 ---------  4280
Level 4 --------   8560
Level 5 --------  17120
Level 6 -------  34240
Level 7 -------  68480
Level 8 -----  136960
Level 9 -----  273920 


_____ Level 10+ _____
2hp/Level = +120,000 each
~~~~~~~~~~~~~~~~~~~~~~
 

Level 10 ---- 393920
Level 11 ---- 513920

Level 12 ---- 633920



December 15, 2012

Death to Humans!

I've started running a new campaign designed especially for my wife.  She's always had an interest in playing, but usually declines my invitations to play when other people are involved.  She's always been a bit shy, and I suspect that she doesn't want to appear silly while playing pretend with other adults watching.

Running solo adventures is not my favorite (I prefer groups of around five players), but at least I get to play some D&D with my special lady.  Who knows, she might even get comfortable enough with it that she'll want other people to join in the fun.

Our first session did not go well.  It was something of a fiasco honestly, as I was totally unprepared to accommodate her style of play.  I'm used to characters who are greedy murder-hobos descending into the mythic underworld to kill monsters and loot their treasures.  This time it was very different.  She's not motivated by treasure, at least not enough to risk entering a dungeon.  She doesn't want to attack any wild animals, she seems to prefer trying to cuddle them as they try to eat her.  When her NPC henchmen attacked the creature biting her, she turned her blade on her allies for harming the poor misunderstood beast.  Legendary and magical creatures are even more precious to her.  For a moment I became very irritated with her for playing the game wrong, but that quickly turned to shame as I realized that it was my responsibility to adapt to her playstyle and make the game fun for her.

I stopped the session mid-combat by saying "I'm sorry.  This sucks and it's my fault.  Can we try again once I put together something new?".  She agreed and we talked for bit about what kinds of things her character might like to do.  I asked quite a few questions, but the responses were mostly "I dunno" and "whatever you think would be fun".  Not real informative.  Luckily though, this is my wife, and I already know enough about her to make informed design decisions.  So then I went back to the drawing board and tried to design a campaign that we both would love to play.

It seems so obvious to me now.  I was trying to force her to fight on the wrong side.  Humans are definitely her prey of choice.  I toyed with the idea of having her play a druid who protects the wilderness from hunters and the slow creep of civilization, but then I thought "No, she should play as a monster".  And so, the Death to Humans! campaign was born.

The first order of business was to roll up a monster character.  I had her roll 3d6 for each of the seven ability scores (Comeliness being the seventh).  No rerolls or moving points.  The default monster race is Andorian (medieval technology, and at war with humans).  There are many other monster species to choose from, but all of the others have ability score requirements.  These requirements are not ability score minimums, but rather ability score maximums.  Rolling low ability scores opens up new choices.  Here's the chart we're currently working with.

Artwork by Leonard O'Grady

No Requirements - Andorian
8 or less............. 5 or less ...................3
Str  | Halfling -------- Frogling ------------ Ghost
Int  | Pakuni ------------ Sleestak ------------ Troll Runt
Wis | Gnome --------------- Satyr ----- Psychic Jester Psycho
Dex | Dwarf ------------ Serpentaur ----------- Zombie
Con | Elf ------------------- Muppet ------------ Robogolem
Cha | Tiefling ---------- The Cloven ------------- Haniver
Com | Goblin ----- Naked Mole Ratling ------- Mutant

So, for example; rolling a bunch of 9's, a Wisdom 5, and Constitution 8 would allow you to choose from Andorian, Gnome, Satyr, and Elf.

The wife rolled some decent ability scores, but there was a Dexterity 8 and a Comeliness 5 in there.  Bless her heart, she willingly chose to play a Naked Mole Ratling.  Mechanically I'm using race as class, but the character sheet I gave her had separate spaces for race and class, so when she asked I told her that Naked Mole Ratling was her race and Amazon Queen was her class.  She seems quite pleased at that.  We're already having more fun than last time.

The setting is going to be a Land of the Lost/Middle Earth mash-up.  Honestly that's probably an accurate description of most of my D&D settings.  I am taking something from the Land of the Lost TV show that I've never tried before...  Exiting one side of the map will bring you to the opposite side.  Travel in a straight line and you'll eventually (5-8 days later) end up back where you started.  Conveniently, my world map fits on a single page (20x32 hexes).
I hope she likes it.