Saturday, September 12, 2020

Monster: Water Beast

Water Beast

No. Enc.: 1 (1)

Alignment: Neutral Evil

Movement: 60’ (20’)

Swim: 180’ (60’)

Armor Class: 4/2/0

Hit Dice: 4/6/8

Attacks: See Below

Damage: 1d6/2d6/3d6

Save: F4/F6/F8

Morale: 8

Hoard Class: None

XP: 250/820/1560


Water Beasts also called Wave Monsters are water elementals that are trapped on the prime material plane. Their bodies are comprised of water and resemble finned reptiles with long necks and fanged mouths. They are malicious and enraged by their exile on the prime material plane. They sometimes serve sorcerers in hopes that at the end of their service they will be returned to the elemental plane of water. They are often found lurking in areas of dangerous currents and powerful waves which they use to conceal their presence. 

A favorite tactic of water beasts to pull victims from the shore or from boats. The victim must make an ability check verse DEX or be pulled into the water. In combat water beast will try to batter foes with waves of water. Additional once every other round they can on a successful roll to hit engulf a foe drowning them. The victim must make an ability check verse STR or CON to hold their breath. If they fail they have a 90% chance of drowning. Water Beasts may not be further than 50’ from a source of water. If separated from a body of water they will evaporate and die in 1 hour.

Monster: Sea Mimic

Sea Mimic

No. Enc.: 1 (1)

Alignment: Neutral

Movement: 120’ (40’)

Swim: 120’ (40’)

Armor Class: 9

Hit Dice: 1-5

Attacks: 1 (weapon)

Damage: 1d6 or by weapon type

Save: F3

Morale: 7

Hoard Class: X

XP: 16-500


Sea Mimics are able to take on the form of any aquatic animal. The aquatic animal they mimic must be of a creature with a number of HD equal to the sea mimic or fewer. They take on the physical abilities, attacks, and damage but retain their intelligence. They can maintain this form indefinitely. It is not uncommon for sea mimics to maintain an aquatic animal form for years. In its natural form they look like beautiful perfectly proportioned humans. 

They are intrigued by human societies and join them for a time until an intense yearning compiles them to return to the sea. Sea Mimics are able to mate with humans. The offspring of mimics and humans must enter the sea within one hour of birth or loose the ability to mimic sea animals. Those that do not are forever locked in their human forms. 

Sea Mimics live for 100 years and spend most of their lives in the sea in the form of one animal or another. They can speak common, the language of water elementals, and can communicate with all sea animals. 

Saturday, September 5, 2020

Class: Milimilis

The pair of painted Milimilis in gaudy clothing capered about blowing kiss and whispered sweet temptations into the ears of passing soldiers. The Milimilis’s coy pats and congratulations concealed the thief of military plans and pocket plunder. A small price to pay for the boost in the soldier’s morale.


I will be stating the Milimilis as a playable class in Labyrinth Lord AEC RPG.


The Milimilis class is a variation of the thief class. The Milimilis are by profession prostitutes but that is not all they are. They are entertainers, courtesans, spies and thieves. Due to the constantly changing nature of their profession milimilis must be chaotic aligned. The class is composed mainly of humans but any demi-human can joins its ranks. Milimilis can be of any sex and orientation.


Island sociality does not frown on their profession and is neutral towards them. But during festivals and celebrations they are hire to amuse and entertain. During more sober times of the year the wise Milimilis are consulted in the matters of love and lovemaking. They have access to all levels of society and are not bound by island hierarchy. Milimilis have their own secret language of hand gestures which is incomprehensible to others. 


Because of their profession Milimilis and its required garb they can only wear padded and leather armor and they usually conceal this. The do not use shields of any kind. They can use most weapons. They prefer weapons they can conceal. Milimilis have class specify weapons called Milimilis hairpins which deal 1d4+1 damage and are akin to a dagger. These strongly fashioned weapons can be concealed.


Requirements: DEX 12, CHA 15

Prime Requisite: CHA

Hit Dice: 1d4 or (1d6 if Advanced HD is used)

Maximum Level: 15


Additional Abilities

Milimilis gain the following abilities as they progress in levels:


Reaching 3rd Level: Milimilis can effect the morale of any demi-human or humanoid they wish. By their antics they -4 bonus or +4 penalty targets morale checks. 


Reaching 6th Level:

A Milimilis have 2d6 contacts in society that can provide information and assistance when called upon. These contacts will assist once a week. If pressed for more than that the contact will refuse being the imposition. 


Reaching 9th Level: When a Milimilis attains level 9 they can establish a house of negotiable affections and 2d6 Milimilis 1st level apprentices will come to work with the character. The apprentices are loyal as long as they are receiving training and a fair share of proceeds. If treated badly they will abandon and perhaps rob the character.


Milimilis Skills: Milimilis share many of the skills as thieves do such as Pick Locks, Pick Pockets and Hide in Shadows. They have the below three unique skills:


Secrets: A Milimilis due to ability to enter all levels of society they will know secrets and lore which may prove useful. This can take the forms of obscure knowledge or actual secrets. Once per day a successful roll results in the Milimilis recalling a secret. Note if the Milimilis is not specific as to what they are wanting to recall then the Labyrinth Lord is free to provide whatever is applicable give the situation.


Disguise: A Milimilis is adept at make-up and clothing and can make themselves appears as another person of the same race or a a different race of demi-human. 


Distract: A Milimilis can distract an individual, group or monster by performing causing them to loose initiative. Effectually foes are last in initiative and are at a -1 to hit and damage due to distraction.



Milimilis Level Progression

Experience

Level

Hit Die (1d4) or advanced (1d6)

0

1

1

1,001

2

2

2,501

3

3

5,001

4

4

10,001

5

5

20,001

6

6

40,001

7

7

80,001

8

8

160,001

9

9

280,001

10

+1 hp only*

400,001

11

+2 hp only*

520,001

12

+3 hp only*

640,001

13

+4 hp only*

760,001

14

+5 hp only*

880,001

15

+6 hp only*

* Hit point modifiers from constitution are ignored



Milimilis Skill Table


Level

Disguise

Distract

Pick Locks

Pick Pockets

Hide in Shadow

Secrets

1

25

17

12

14

12

13

2

28

23

16

17

16

17

3

32

27

18

20

18

20

4

36

31

21

23

21

27

5

40

35

26

33

26

30

6

45

45

31

43

31

37

7

55

55

36

53

36

47

8

65

65

41

63

41

57

9

75

75

51

73

51

67

10

85

85

61

83

61

77

11

95

95

71

93

71

87

12

97

97

57

95

57

90

13

99

99

60

97

60

97

14

103

101

99

99

99

99

Saturday, August 29, 2020

Review: Demon Drums by Carol Severance





















***Spoiler Alert***



The first in the series is the novel Demon Drums followed by Storm Caller and finally Sorcerous Sea.


A wary former woman warrior seeks peace on a remote island runs afoul with a village sorcerous. The actions of a clever island teenage girl helps the warrior escape the village sorcerous and in doing so unleashed a series of events far more dangerous than all three could have imagined. 


The book takes place in an imaginary island chain reminiscent of Polynesia. The main protagonist is a war wary warrior woman of the Shark Clan named Iuti. She is a hardened warrior and has ancient clan bonds to sharks which she can enlist for aid. 

Her clever teenage companion is Tarawe who’s hidden powers and in experience come to light through the course of the novel. 

Their antagonist is the opportunistic village sorcerous Pahulu who is particularly dangers and a cunning foe. Pahulu enlists aid from Teronin soldiers, evil magical drummers, and foul sea creatures. Her vile acts include torture and enslavement of dolphins! Pahulu is of middling power but she enough knowledge to co-opt others powers and bind it to her will.

As Iuti and Tarawe flee Pahulu across the sea towards distant islands an old friend and love interest of Iuti a shape changer of the sea named Ma’eva arrives to help their escape. Ma’eva departs and then returns through out the story.

Tarawe small talents for wind and sea magic unleash a storm to help them escape Pahulu and their minions. 

The pair make land fall and are ensnare by magical drum beats of a tribe of evil drummers who make drumheads from the skins of their victims. Iuti and Tarawe met fellow captives. The old warrior Kunan who has been hobbled and force feed to make a larger drumhead by the demon drummers. And the warrior Risak who is tattooed by the drummers and magically forced to mate with their woman.   

Eventually Kunan sacrifices himself to help Iuti, Tarawe and Risak escape with the demon drummers drumming trying to lure them back.  After encounters with Teronin soldiers and the aid of Ma’eva and his bird friend they make their way to a port city. The group conceal their identity to avoid capture. Tarawe storm grows in power and each death it deals weakens her. They find help for her from a elderly magical healer Ho’ola. Along the way they met two prostitutes a male and female referred to as Milimilis who’s clever antics, thievery and morale aid the group.

After some time they take command of ship in the harbor and convince the crew to aid them in putting an end to Pahulu and the magical storms that is threatening the entire region. They voyage back to the remote island fight monster and Teronin soldiers. Iuti slays her clans Shark god who was aiding Pahulu. Iuti defeats the demon drummers and frees Kunan spirit. In a battle of magical duals Tarawe with the help of Ho’ola defeat Pahulu. This ends the great storm. Risak, Ma’eva, their allies and the Milimilis defeat the remaining Teronin soldiers. Pahulu is now in villagers custody and powerless.

Finally the group parts ways with the Milimilis going off to heal Risak. Ho’ola returns to her city. Iuti, Tarawe and Ma’eva head off to uncharted isles.

The story is a journey to defeat evil and to come to terms which the consequences of the characters past actions. It is a tale of heroic deeds and self sacrifice. Demon Drums  beats with wonder and mystery. 


Polynesia Themed Roleplaying







Polynesia Themed Roleplaying


The following is an upcoming series of posts about Polynesia Themed Roleplaying. This is in no way meant to be an academic sociological study but to provide an overview of cultural themes and provide inspiration for a non-europe centric based roleplaying. I have the utmost respect for the myriad of Polynesia cultures of Oceania and strive to be sensitive in my posts. This is intended solely for entertainment and use in roleplaying game campaigns at peoples game tables. 


Book Reviews

I will be doing a short series of book reviews the Island Warrior trilogy by author Carol Severance. The first in the series is the novel Demon Drums followed by Storm Caller and finally Sorcerous Sea.


Gamification 

As a companion series I will provide a guide on how to take inspiration from source material and translated it into game able material for roleplaying games. This includes but is not limited to maps, mini setting, monsters, spells, classes, magic items and NPCs.


Odds and Ends

Stray thoughts and ideas on the theme.


Sample Adventure

I will craft a short adventure set in a fictional Polynesian campaign setting. This will utilize the created content from inspirational material. 


Additional inspiration can also be found…


Jerome Arkenberg, “The Mythos of Polynesia in Dungeons and Dragons”, Dragon Magazine Vol. III No.6 (Issue 20); page 8,9, and 27


There is also Source Book  “Heroes of the Waves (a Polynesian sourcebook) usable with Pathfinder by Little Red Goblin Games

https://www.drivethrurpg.com/product/193467/Heroes-of-the-Waves-A-Polynesian-Sourcebook


Mythopoetic Games Has some interesting material and unique game system about the Maori.

http://www.mythopoeticgames.com/games.htm

http://www.mythopoeticgames.com/pdf/mythos-of-the-maori.pdf


Please note I have not used the above game material and do not vouch for it quality. This is not a product review after all. 


Saturday, August 22, 2020

Update

 Hello All,

I just wanted to state that I am a bit erratic with my posts. Yes I am talking about 4 year gap erratic. No apologies because Friar Deep was busy, distracted and maybe lazy. Anyway I have posted a few Hex Maps and Locations maps for the everyones enjoyment and hopefully someone could use it in their games.  I will make attempts to post more often. Anyway make the most of the hobby by having fun and enjoying each others good company.

(COVID-19: PLEASE Socially Distance, wear masks, wash hands and stay safe.)


Thanks

Friar Deep

Thursday, February 20, 2020

Bob Bledsaw II & Judges Guild Controversy

Regretfully I am personally compelled to make this post.

Recently Bob Bledsaw II (JR) the inheritor and owner of the intellectual properties of Judges Guild posted a hate filled, homophobic, anti-semitic, bigoted screed online of face book. I will not repeat the narrow, vile, unrepentantly immoral comments and memes Bob Bledsaw II (JR) posted. That info and screen shots can be looked up on a variety of sites.

I would like to state and be thankful that the responsible venders and companies that had business relationships with the intellectual properties of Judges Guild have severed ties with Judges Guild and Bob Bledsaw II (JR). This I am sure is at a financial cost to their companies. Most if not all have denounced the comments and memes for what they are toxic bigotry.
Bob Bledsaw II (JR) has not only tainted the legacy of the Judges Guild products but have marred the OSR (old school renaissance) and gaming community. Being a humble contributor to the OSR I am angered by this and deeply saddened. Frankly it is all our responsibly as gamers to push those hate filled bigots to the fringe and hopefully out of our hobby.

The gaming community in my experience has typically been inclusive and inviting. Therefore Bob Bledsaw II (JR)  comments and memes shocked and nauseated me. Being a member of the LGBTQ community and having a diverse ancestry I found the comments and memes particularly offensive. I also was appalled by Bob Bledsaw II trying to defend and justify his comments and memes by wrapping himself in a cloak of patriotism, religion and freedom of speech. Yes he has the right to say whatever he wants no matter how vile and immoral. Also recounting his linage and their accomplishments as an excuse to be a bigot is no better. Speaking ones mind does not make those comments and memes moral, ethical, decent, kind, loving, or factual.

I have a great love and appreciation for the Judges Guild products owning a few items and I am running Tegel Manor with my gaming group. I have found no fault in the creator of the Judges Guild products Bob Bledsaw (SR) (deceased) not to be confused with Bob Bledsaw II (JR) the bigot. I will no longer purchase Judges Guild products of any kind and will not support Bob Bledsaw II (JR) financially by purchasing those products.

On a side note I was also given a gift from Goodman Games of Judges Guild t-shirt for X-mas. Can I even wear it anymore without think about all this. And if I did wear it what would that say about me?

Now I have to face my players and inform them of all this. Bob Bledsaw II (JR) has taint the otherwise joyous experience of me and my players romping through Tegel Manor. I run an inclusive, welcoming and diverse game. How will this affect my players? Will I continue to use the Judges Guild products I already own? I don't know.

Reality is that the ugliness and hate of the world have intruded upon what I thought was once a sanctuary from all that.

So to sum up Bob Bledsaw II (JR) is a dick and bigot. He soiled and spoiled something I have enjoyed for years. I will never buy another Judges Guild product to prevent a bigot from profiting off of me. Now I have to discus this dumpster fire with my players and let them decide if they want to continue with Tegel Manor.














Dwarven Way Song

Dwarven Way Song

What is the dwarven way,
its’ labor, craft and work, we say.

We labor with no night and day,
for the mountain favor to pay.
Deep beneath the earth,
and often there is dearth.

We seek what’s hard to find,
next to brothers of our kind.
In the mountains of old stone,
we have made our home. 

Long years we toll away,
for that single golden day.
Ribboning veins of gold,
are a wonder to behold.

Then our furnaces do smelt,
so that the gold may be felt.
Joyous are our olden hearts,
as we fill our gold laden carts.

We dwarves then must depart,
time now for new labors to start.

This is the dwarven way,
more labor, craft and work, we say.

New Monster: Red Agate Golem

Red Agate Golem
No. Enc.: 1(1)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 5
Attacks 3 (2 claws, bite)
Damage: 1d6/1d6/1d8
Save: F5
Morale: 12
Horde Class: None

These large golems are formed of red agate and may appear as standalone statues or part of a bas-relief. 
They have the bodies of reptiles with long snake-like necks and forked tongues. Their forepaws are those of a lion and the hind legs are that of an eagle.
These golems have a breath attack that affects a 10’ cubed area in front of the golem. Creatures must save verse breath attack or fall a sleep for 5d4 turns. Slapping or wounding a victim will awake the affected creature. Normal noice does not rouse a victim.
These automatons have the same immunities as other golems. 


Happy New Year!

Happy New Year!

Best wishes to all for the new year of 2020 and the new decade.

As for New Years Resolutions I have resolved to try to make posts at least one per month.

Not a lofty goal but a goal none the less.