Half-Goats in DolmenBarrow

Requirements: CON 9
Ability Modifiers: CON +1, INT -1, CHA -2
Ability Min/Max: STR 6/18, DEX 3/17, CON 9/19, INT 3/15, WIS 3/14, CHA 3/12

Half-Goat with skillfully-concealed horn nubs (Credit: Charles LeBrun)

Half-goats result from matings between humans and goatfolk. The majority of these cross-breeds are moronic half-wits; player character half-goats are assumed to be within the rare 10% of goatman hybrids of near-normal intellect.

Each half-goat possesses a few goatish features – such as a goatee beard (even on goat-women), goat eyes, goats hooves in place of feet, or a rudimentary tail ending in a tuft of coarse hair. They also have small nub-horns, no longer than an inch, atop their heads. Their butt attack is thus not particularly to be feared, although their thick, bony skull can still deliver a blow of some force (1d6 damage). Those who have goat eyes (30% chance) will possess infravision which functions up to 30′ distance.

Half-goats speak Woldish (common) and Caprice.

HALF-GOAT SAVING THROWS:

Half-goats are hardy beings, resistant to magic and poison, and receive the following saving throw bonuses:

  • +2 save versus breath attacks
  • +4 save versus poison
  • +1 save versus petrify or paralyze
  • +1 save versus wands
  • +2 save versus spells or spell-like devices

GOAT-MAN CLASSES AVAILABLE:

Assassin 10
Bard 4
Cleric 4
Druid 4
Fighter 12
Friar 4
Magic-User 4
Mountebank 6
Thief 12
Ranger 6
Witch 6

HALF-GOAT THIEF SKILL ADJUSTMENTS:

Pick Locks -7%
Find and Remove Traps -5%
Pick Pockets -5%
Climb Walls +10%
Hear Noise +1*

* Half-goats receive a better dice range for hearing noises. For example, 1st level half-goat thieves hear noises on a 1-3, and at 9th level it is 1-5. Hear noise may never be better than 1-5.

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Lumpen-Ones in DolmenBarrow


(I don’t like Halflings, so I’m swiping this class from Devilmount as a “compensation class” for anyone who rolls crap for stats. Lumpen-Ones were originally created by Jack Shear for Devilmount, and also featured in Crumbling Epoch by Fictive Fantasies.)

Lumpen-One.png

Requirements: 12 or less in all scores
Prime Requisite: None
Hit Dice: 1d6
Maximum Level: 8

Stubby, nude, misshapen grotesqueries, these sludgy grumps resent their world-mates and specialize in underground skirmishing and sniping. They rarely wear clothes (but may be persuaded to wear armour – chain or lighter, plus shields).

Lumpen-Ones are child-sized and may not use large and two-handed weapons, but can use any other weapon. Because they are so small, Lumpen-Ones have a lower armour class (-2) when attacked by creatures greater than human sized.

Lumpen-Ones can see in the dark with infravision up to 60 feet. They get a bonus of +1 to initiative rolls when alone or in a party composed only of Lumpen-Ones, and a +1 bonus on any missile attacks (they like to throw rocks at people).

Lumpen-Ones are considered beneath notice and tend to be ignored by others. If they remain silent and motionless, they will be unnoticed on a roll of 1-2 on 1d6. (This ability is effective both outdoors and in the dungeon).

Lumpen-Ones speak Woldish (common) and Lumpen. They do not have a prime requisite and do not get experience bonuses (or penalties).

In all other respects, treat Lumpen-Ones as per Labyrinth Lord Halflings.

LUMPEN-ONE SAVING THROWS:

Lumpen-Ones with AEC-style classes receive the following saving throw bonuses:

  • +2 save versus breath attacks
  • +4 save versus poison
  • +4 save versus petrify or paralyze
  • +3 save versus wands
  • +4 save versus spells or spell-like devices

LUMPEN-ONE CLASSES AVAILABLE:

Assassin 8
Fighter 6
Mountebank 4
Thief 10

LUMPEN-ONE THIEF SKILL ADJUSTMENTS:

Pick Locks +5%
Find and Remove Traps +5%
Pick Pockets +5%
Move Silently +10%
Climb Walls -15%
Hide in Shadows +10%

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Revised Labyrinth Lord Multiclassing

(I’m swiping the “combining classes” rule from the Basic Fantasy RPG for my Labyrinth Lord campaigns. I think it’s a lot easier than the AD&D/AEC system.)

Gnome

Illustration from Steve Zieser

The following replaces the AEC Multiclassing rules (p.24):

At the referee’s option, characters may advance simultaneously in two classes. The character must meet all requirements of the chosen classes. The multiclass character gains all special abilities of both classes, and uses the best hit points, attack values, and saving throws of each. However, they must gain experience equal to the combined requirements of both base classes to advance in level, and their maximum level is limited to the lowest of the two classes chosen.

Traditionally, humans are not allowed to multiclass, but this is permitted in my home games. (Some humans may also be permitted to switch classes during play.) Demihuman race-classes may not multiclass.

Subclasses may not multiclass with other classes of the same type (so no fighter/rangers or magic-user/illusionists). Due to their beliefs, lawful clerics (including subclasses) cannot multiclass as magic-users or thieves, and paladins cannot multiclass at all.

Multiclass characters sometimes gain class abilities that would otherwise conflict. Notes on specific class combinations follow:

  • Multiclass clerics (and cleric subclasses) may use any armour or weapons appropriate for the other class.
  • Multiclass fighters (and fighter subclasses) can combine their abilities freely with any other class.
  • Multiclass magic-users (and magic-user subclasses) may cast spells normally while using armour or weapons appropriate for the other class.
  • Multiclass thieves (and thief subclasses) may use any armour or weapons appropriate for the other class. However, the thief armour restriction still applies so that if a multiclassed thief wears armour heavier than studded leather or uses a shield, thief skills may not be employed.

Example: Gimp Froodle is a a gnome fighter/illusionist. He uses the best hit points, attack values, and saving throws from his two base classes. He may wield weapons as a fighter and can cast illusionist spells while wearing armour. Gimp requires 4286 XP to advance to 2nd level, and is limited in advancement to 6th level.

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Hyperborean Laboratory Finale

I wrapped up the Hyperborean Laboratories this week. The Murderhobos reached the main control computer for the entire facility and were trying to deactivate the portals, but rolled a natural “1” instead.

The site promptly began folding in on itself, Poltergeist-style:

Poltergeist.gif

Our heroes tried to escape, but some were pulled into the dimensional vortex and sucked into other planes of existence.

This is what is left of the adventure site:

Siberia_Hole

Frikkin’ Murderhobos; they always leave a mess…

I’m putting my Astonishing ACKS campaign on hold for a while to run tabletop sessions. Catch you later!

Hyperborea HR

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Welcome to DolmenBarrow!

My new campaign, called DolmenBarrow, is a mashup of Barrowmaze (by Greg Gillespie) set in Dolmenwood (as presented in the Wormskin zine from Necrotic Gnome Productions). I might also slip in some Hill Cantons, Dwimmermount, and Operation Unfathomable.

To learn more about the campaign, click on the following links:

You can also download Welcome to Dolmenwood and the Dolmenwood Map for free.

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Revisionist Theology Pt. 3 – Artemis

This is my third Revisionist Theology post, converting the Empyrean gods of the Auran campaign to the Greek gods of AS&SH.

Today I provide guidelines for Artemis. This one was tricky; Artemis is the goddess of the hunt, but I want to keep her followers distinct from Shamans and Druids.

I originally used Bladedancers to reflect followers of Ianna/Artemis. This revised version highlights archery and hunting, while still recognizing her martial skills.

Hyperborea HR

Artemis as a deity is associated with hunting, forests, hills, chastity, fertility, and independence. She manifests as a regal warrior-woman and is reputed to favour huntsmen and matriarchal societies. As the twin sister of Apollo, Artemis is said to dwell amongst the forests of Hyperborea – especially those of New Amazonia and the Floating Island of Paradoxon.

Artemis is served by Huntresses, Shieldmaidens, and Priestesses. Apollo and Artemis were both esteemed by the Hyperboreans of Old Earth, before the race turned to Xathoqqua. The pair are still often worshipped together – except by the Amazonians, who scorn Appollo.

Hyperborea HR

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Revisionist Theology Pt. 2 – Apollo

As I mentioned in a previous post, I now regret replacing the classical Greek gods of Hyperborea (Apollo, Artemis) with their Empyrean equivalents from the Auran campaign setting (Ammonar, Ianna).

I’m considering a ret-con, swapping all previous references of Ammonar and Ianna with Apollo and Artemis instead. This will bring the religions in my campaign closer to the “baseline” AS&SH Hyperborea.

Originally, I treated Clerics of Ammonar/Apollo as standard ACKS Clerics. This revised interpretation emphasizes inspiration and prophecy, with less focus on melee combat and the undead.

So here’s my revised take on Apollo and his followers…

Hyperborea HR

This deity is associated with light, healing, archery, swordsmanship, music, poetry, and prophecy. He is the twin brother of Artemis and is said to walk amongst men, oft feigning mortality as a golden-haired youth whose wont is to join the common ranks.

When depicted with the lyre in hand, Apollo is identified with music, poetry, and dance; with a bow, he is identified with death, distance, terror, and awe. Some scholars posit that Apollo has taken many mortal women as his lovers and that his demigod progeny are scattered about Hyperborea.

Apollo is served by Clerics, Bards, and Priests. Veneration of Artemis alongside Apollo is common, and the two faiths often work closely together. The pair were esteemed by the Hyperboreans of Old Earth, before the race turned to Xathoqqua.

Hyperborea HR

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