Showing posts with label The Adventurer's Tale. Show all posts
Showing posts with label The Adventurer's Tale. Show all posts

Wednesday, 30 June 2010

Monsters: The Big Three.

Following my post on Elves and Dwarfs in my Adventurer's Tale game. I figured I might as well look at the other side of the coin.  While I mostly wanted my monsters to be monsters rather than anything too fleshed out there are three monsters I see as particularly core to a game like this.


The three monster races I consider most analogous to Humans, Elves and Dwarfs are Orcs, Goblins and Trolls respectively and I wanted to present a mostly vanilla version of each while focusing in on what I really think makes each type of monster tick. I didn't want the three races to be opponents of varying toughness. I wanted each to have a unique feel. There are mechanics to back this up but mostly I focused on Goblins as otherworldly vermin, Orcs as an amoral mob and Trolls as stupid creatures with power in their very blood. 


Goblin

All varieties of goblin make their homes anywhere there is a safe hiding place, often in Otherworlds that they know are secret. Although they rarely attack their neighbours outright they are known to enjoy the thrill of stealing, playing cruel jokes and generally tormenting other species. They have an unusual affection for trolls, ogres and giants, though this attention is often an annoyance for the big, dumb creatures. Their love of big folk is equalled by their hatred for other small beings such as dwarfs, kobolds and even cats and dogs, all of which they try to harm as much as possible. They are notorious survivors and can be found in environments all across the world, and even in Otherworlds. Typically the lone goblin is much more concerned about itself than the good of its peers, so they make poor guards or soldiers. Visually they vary greatly but are generally up to three feet tall with grotesque features and skin that can be any sickly colour from orange to yellow or green, often with tufts of different coloured fur, some being completely covered in the stuff.

  

Orc

Rowdy mobs of orcs often raid unprotected villages with packs of warhounds. Sometimes they even form huge armies with archers and war machines but this is usually under the guidance of an evil human, devil or exceptional Orc chief. They are driven by a love of the simple pleasures of eating, stealing and fighting as well as a total lack of morals or care for other beings. Those that live underground sometimes use Goblins or Dwarfs as slaves. Some scholars claim Orcs were once good creatures, but their blood has been tainted with that of demons, or that they were bred into their current form for use as soldiers. Orcs are easily caught up in mob mentality, meaning an army of rowdy orcs are near unshakable in their confidence. Their appearance and colouration varies wildly, some groups having extended lower tusks, pig-like snouts or a more apish appearance. The only things they all have in common are their ugly appearance, amoral behaviour and love of an angry crowd of orcs beside them.

  

Troll

Strong but slow-minded, Trolls live solitary lives wandering their swamp or cave. They are often captured and used as dungeon guards because of their survivability, but they are never truly committed to such a cause. The blood of a troll can be sold to a wizard or alchemist for 10gp or turned into a Healing Potion by succeeding at both a DN10 Craft roll and DN10 Wisdom roll. Troll blood is commonly mixed with the stock of other species by Dark Wizards, usually Orcs or Humans, to create servants. These troll-blooded creatures combine the toughness of a troll with the more alert mind of another species, making much better soldiers. 

Monday, 21 June 2010

Elven and Dwarfish Adventurers

I've recently added a small section of player advice to The Adventurer's Tale for those who want to play as a Dwarf or Elf. I did this in preparation for my summer break from work, where I should have time to at least run a mini-campaign and would happily welcome a character or two from the nonhuman races.

I've already talked about the basics of the setting and its hidden depths so I think fleshing out the types of characters I expect to see is long overdue.

Even if you have no interest in The Adventurer's Tale I hope someone will draw some use from my take on Dwarfs and Elves.


Elves

From their monster entry:

The otherworldly Elves stand slightly shorter than humans on average and are much slighter, but deceptively strong. They have angular features, pointed ears and never die from old age, reproducing incredibly rarely. Outside of their hidden settlements they usually wander alone or in a small band (1d6), sometimes accompanied by Sprites. Some might even integrate into a human society, as part of their innate curiosity and desire for new experiences. They are fond of animals and often ride a horse or have a small pack of dogs.

Due to their potentially infinite lifespans Elves are always looking at the big picture, considering every action's effect on the future. Elves claim they feel emotions on a much stronger level than humans, and so must control their feelings through worship and meditative craft. Those that let their feelings control them are prone to fits of rage, extended periods of depression or total arrogance. The most selfish Elves are particularly cruel and see other races as little more than cattle and potential slaves.


Playing an Elf Adventurer:
* A potentially endless lifespan means elves are rarely in a rush. They spend great deals of time pondering decisions and are always looking at the long-term effects of their actions.
* Elves value their own lives and those of other elves much more highly than those of other species, so sometimes consider humans as expendable.
* As they have many years to experience life elves are eager to experience everything at least once. Most would rather learn something new than perfect an existing skill so specialists are rare.
* Coming from small communities, elves dislike crowds and are used to having their own privacy.
* Although they form families elves rarely stay together as a family for long. Because of this they share a much looser family bond than other races.


Dwarfs

From their monster entry:

These short humanoids can be found all over the world, living in family clans. While many are peaceful folk, focused on mastering their craft, there are some that turn to madness, usually linked to a particular obsession. If Elves are thought to always be thinking of the big picture, Dwarfs are always focusing on often petty details.

Physically they differ little from humans besides their squat build, hairiness and lifespans of around a hundred years, with many doubling this. Little is known by other races about their concepts of gender or reproduction, with all dwarfs looking male to non-dwarfs. In fact, dwarfs do not reproduce in pairs, but a single dwarf will spend years or even decades carving a child out of specially selected stone or clay. When the child has been carved with enough skill and dedication it will slowly soften to flesh and become a living, adolescent dwarf, complete with beard. The awoken dwarf already has basic knowledge of dwarfish history and language, which the dwarfs claim comes from inheriting part of the carver and their ancestors.


Playing a Dwarf Adventurer:
* Detail is everything to a dwarf, to the point where they nearly all have a specialist area of knowledge or craft that they refine every day.
* Despite not having traditional families dwarfs share very close bonds with those closest to them. They are quick to form similarly tight bonds with those that they trust.
* Dwarfs like to account for every eventuality and greatly enjoy plotting and planning, listing every piece of information they have on the matter, however trivial.
* Change generally goes against what a dwarf finds comfortable, so they usually react negatively to it. Instead they like to stick to routine and tradition, easing into new situations gradually.
* Perhaps due to the fact they do not form couples dwarfs love to indulge in the simple pleasures of food, drink, games and storytelling in the company of friends.

Monday, 25 January 2010

Targets for The Adventurer's Tale

Just some thoughts on things I'd like to achieve with The Adventurer's Tale in the next couple of months.

- Complete the currently-unnamed Starter Adventure Module and find GMs to playtest it without me being present.
- Make use of Otherworlds in the first session of a game.
- Test the Mass Combat and Mounted Combat rules in play.
- Update the One-Sheet Quickstart to include a few minor rule changes.

Anyone volunteering as a GM to help me with my first target can get in touch with me, as I'm eager to see how the game plays without having me as a GM or player.

Thursday, 21 January 2010

Thoughts on the Otherworld

The more I think about it, the more I like the idea of Otherworlds as a focus for a setting. They let you keep the familiar reality of a low-fantasy world, but have your characters encounter magical, high-fantasy elements when need be. I'm hoping that both sides of the coin will benefit from the contrast of the other. But the idea of jumping into new realities is hardly a new one in fantasy. From Planescape to the more accessible 4e Cosmology D&D, the elephant-in-the-room for any fantasy RPG, has covered quite a bit of ground itself.

For my Adventurer's Setting I want something a little less defined. Something more Fairytale than Epic. I'm definitely thinking more akin to Wonderland, Oz, Neverland and Narnia than the Great Wheel. Places where adventures happen and rules of nature are broken, as well as a source for magic to leak into the natural world in small doses.

However, my experience of these sources is a little limited, as may be clear. My examples are exclusively from sources I remember from my childhood. What reminded me of this concept recently was reading about the Celtic Otherworld, and I'm familiar with many of the analogs in other culture's mythology. What I'm calling out for is recommendations for other sources of inspiration for fantastic places existing outside of our world.

Any suggestions for me?

Tuesday, 19 January 2010

The Adventurer's Setting Musings

I've been working on a starter module for The Adventurer's Tale in the form of a small sandbox with a few minidungeons for adventurers to brave. The idea of the game was always to encourage GMs to make their own settings or adapt the game to existing ones. However, I can only resist the lure for so long. I'm going to have a short paragraph of setting info at the top of this starter module.

For this I want to start with some key points that people familiar with fantasy settings will want to know. The idea is to stay generic, but do generic as well as I can. Let's do this off the top of my head.

- The World is a mundane place. Magic is uncommon, most people have boring jobs and the novelty of local monster attacks has long since worn off on the average human. Most people have little reason to know about things that aren't happening in their immediate surroundings.

- The Otherworlds are far from mundane. These hidden, unnatural places exist outside of the natural world and range from the the glittering domain of the forest queen, elusive elf cities, weird underworlds filled with wonder and even Hell itself. Crossing points to Otherworlds are difficult to find and could take any form, but the Adventurers will find a way. These places are where the rules are broken and occasional "leaks" from Otherworlds are the source of most of the Fantasy in the otherwise natural world.

- Elves are elusive, immortal and always thinking of the big picture. Dwarfs are focused, obsessive and enjoy routine. Orcs are ugly, amoral and easily led by smarter creatures. Humans are everywhere.

- Wizards can display supernatural abilities but are rare enough that many people go their lives without witnessing it first hand. Wizards rarely gather together in numbers of more than two, a master and his apprentice. Stories of magic are told, but often assumed to be exaggeration. Likewise, stories of Otherworlds are often thought of as children's bedtime stories.

- Adventurers seek to protect their loved ones, gain riches and fame and explore the legendary Otherworlds. They will be given ample opportunity for all three.

Monday, 18 January 2010

Making the most of your Random Encounters

Here's the situation. Your adventurers are roaming through some rough hilly land on the way to their next shot at fame and fortune when suddenly... a random encounter!

As tempting as it is to take the result straight off the table and run through it as quickly as possible, there's no reason random encounters should be unrelated to the matters that are more at the forefront of the players' minds.

Taking some guidance from Treasure Tables the encounter can be sexed up to include a unique element and way for the game to progress if they fail. Throw in a link to an established feature of this area and suddenly your random encounter feels a lot more relevant to the game.

Using an Adventurer's Tale game I ran recently as an example, I'll hit up a random encounter generator for the aforementioned rough hills.

Three Zombie Ogres.

Link to the Game: There's no record of ogres in the area the players were in, but zombie ogres? These unfortunate creatures were servants of the local Dark Wizard, K'Thrax, who the players are very familiar with. They carry metal clubs that observant characters will recognise as being similar to those of K'Thrax's guards, but behind them they drag chains bound around their wrists and necks, in a sort of undead chain-gang. It seems even in their zombie form these ogres weren't keen on serving the Dark Wizard and made a break for it. Could this mean someone is chasing them? Is there enough intelligence left to be able to use them for good? I'd hold off on making them too aggressive and instead play them as more pitiful beasts.
Unique Element: To play up the pity angle I'd have the players encounter the Ogres trapped in a sudden dip in the rough hills, unable to climb back up the steep, jagged slopes. If the adventurers decide to fight the Ogres then play up the chain-gang aspect, perhaps having them attack in unison using their chains.
Way to Progress in case of Fail: These dim creatures will have no interest in eating the adventurers, as a normal ogre might. Instead they're more likely to beat them until they stop fighting back and continue attempting to climb the slope.

Much better.

And as a special treat...

Zombie Ogre
Body 10
Melee 5
Metal Club (Damage 4), 3d6 Treasure.
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Clumsy: Opponents may add 2 to their Grace score when rolling against an Ogre.

Friday, 18 December 2009

And what if the adventurers don't save the day?

Roll on the following table whenever the adventurers do not save the day.

1: Noone saves the day and the bad thing happens as expected.
2: Someone known by the adventurers tries to save the day instead but fails horribly, dying in the process.
3: Someone known by the adventurers tries to save the day but fails, barely escaping with their lives.
4: Somehow things just work themselves out and nothing bad happens afterall.
5: Some other adventurers save the day and become local heroes.
6: As luck would have it the adventurers are presented with a second chance to save the day!

Tuesday, 17 November 2009

Creature Collection Preview

Today's the day I throw out a sneak preview of my tentatively titled Creature Collection for The Adventurer's Tale. I wanted to keep the monster list in the core game quite pure so this is where I've been able to mess around with some more unusual enemies. Here are a pair of new Undead minions. Put them to use in your Adventurer's Tale game!

Bloodling
These creatures resemble bald, bloated dwarfs, usually found waddling around the lairs of their vampire masters. They serve without question, usually carrying out menial tasks, acting as lookouts and being disposable sources of blood when the need arises. Creating a Bloodling is a process that only a vampire can carry out and involves biting a captured victim in a particular way while casting a Command spell. This causes them to swell with blood and become completely at the command of their master.
Body 5
Melee 3, Shooting 3, Craft 2, Grace 2
Crossbow (Damage 3) and Dagger (Damage 2).
Blood Sacrifice: A Bloodling may fly into a combat rage, adding 2 to their Melee score for a single engagement. In doing so they exert themselves so much that they explode in a splatter of blood as soon as the engagement is complete. Usually they only use this technique when their master is in direct danger.
Variety: The blood splatter of some Bloodlings may carry disease or even burn an opponent's skin for a point of damage. Vampires with military backgrounds often train their Bloodlings in the use of a larger variety of weapons and armour.

Floating Corpse
Dark Wizards may create these horrors without the exertion required in creating a mass of zombies or skeletons. These rotting corpses float upright a few inches off the ground, making no sound as they patrol a set area or head towards a given point. If patrolling they will turn and float towards any intruders they notice, unable to attack, but often serving as a deterrent for inexperienced intruders. When they reach their target they do nothing but helplessly bump against them, hoping to provoke enough of a noise to alert the real guards.
Body 6
Lifeless Hang: Floating corpses cannot cause damage. If they hit an opponent they bump into them lightly, perhaps shedding some rotten flesh on them. Note that engagements with a Floating Corpses still count towards Combat Fatigue.
Variety: Some Floating Corpses are able to pass on curses or diseases with a touch, with others bursting into flames upon contact with living flesh.

And perhaps something larger, if that's to your tastes...

Spider Dragon
These towering horrors would seem to be prime examples of a wizard's experiment gone wrong. They are, in fact, natural creatures predating even Dragons, which they are unrelated to. Forced to the surface from their home deep beneath the ground they have developed a taste for cattle and slowly gained tolerance to sunlight. They resemble pale, gigantic six-legged spiders with a hideous head sporting beady eyes and an unfolding jaw bristling with teeth. No one has ever been known to tame one of these beasts or find a nest of young.
Body 20
Melee 12, Grace 2.
Leg Claws (Damage 4), Chitin (count as Heavy Armour).
Burning Spray: Damage 3 and reduces Body by 1 until healed, Hits 1d6-3 targets at the start of the dragon's turn. Targets can dodge this with a DN10 Grace roll. A spider dragon may do this once every hour.
Web Wrap: A Wild Dragon deals 2 extra points of damage on a Critical Hit, rather than 1. If this would cause their opponent to roll on the Death Table the Spider Dragon will (if they are cow-sized or smaller) wrap them in webbing and later devour them.

Wednesday, 26 August 2009

One Page? I can do that (sort of)

A couple of days ago I was linked to Searchers of the Unknown, which is a one-page trimming-down of classic D&D. Despite being dubious about its limitations and holding on to descending AC at first I soon found both of these were good things.

Firstly the limitations meant you had very little to consider, as a player, mechanically. We encountered a pit very early on and rather than rolling athletics to leap over it we went back and unscrewed a door, using it as a makeshift bridge. This is extremely basic D&D stuff, but it felt so much more encouraged with such a minimal ruleset.

Secondly, descending Armour Class actually made sense for the first time. It was a roll-under target for attacks and was used for things like sneaking in a way that made the smaller=better idea actually fit.

Not to be outdone, I remembered that I had my own very-light system, The Adventurer's Tale. Although this game is very simple in itself the document is still pretty large with the optional rules, monsters and spells. Could I trim the core of it down to one sheet? I could. All the rules for creating an adventurer and playing the game are on the front of the sheet, with the back filled with spells and monsters for characters to encounter.

So here's the Adventurer's Tale One-Sheet Quickstart. Grab a few friends and run a pickup game today!

Saturday, 2 May 2009

The Restless Dead of Redway

I mentioned in a previous post that I'm after groups to test The Adventurer's Tale. As a further treat to lure in testers I'm going to provide all you need for a quickstart adventure in the game, right here in a blogpost. Expect little in the way of plot, but an immediate action-filled starting point for a group wanting to dive in.

The Restless Dead of Redway

Redway is a village of no more than a hundred people. Its exact location is unimportant but it will have Woods to the North and a main road leading in from the plains to the South. The adventurers should all have a reason to be entering the village some time after sunset. They could be returning home or stopping by on their travels. 


Upon entering Redway, from the bottom of the map below, the adventurers will not find a living soul. Instead they will face an immediate encounter rolled on the Wandering Zombie table found further below.


Village map, shamelessly taken from elsewhere. Just rub the serial numbers off. 



The buildings not labelled are family homes, all others will be suitably outfitted for their purpose listed. Each building will have 1d6 Treasure that can be salvaged from it. Roll each time the adventurers enter or leave a building. On a 1-3 they will roll on the Wandering Zombie table found further below. On 6 they will find a survivor (Body 4, Craft 2) that will provide a little insight into the situation. Roll once on the Survivor Insight table found further below.


Wandering Zombie Table

1: 1 Hulk

2: 1d6 Chargers and 1d6 Hounds

3: 1d6 Shamblers and 1d6 Crows

4: 1 Lurker

5: 1 Tearer and 1d6 Shamblers

6: 2d6 Shamblers


Immediately after any Wandering Zombie encounter is completed make a roll. On a 1 the noise has attracted the Zombie Horde. Roll below immediately and have the Horde rolled emerge.


Zombie Horde Table

1: 2d6 Shamblers, 1d6 Lurkers and 1 Tearer

2: 3d6 Shamblers and 2d6 Crows

3: 3d6 Chargers and 1 Tearer

4: 1d6 Hounds, 1d6 Chargers and 1 Hulk

5: 1d6 Lurkers and 2d6 Crows

6: 5d6 Shamblers and 1 Tearer


The GM should keep track of the number of human zombies that are killed. If this ever exceeds 100 then Redway has been cleaned out completely, now just another abandoned town filled with corpses.


Survivor Insight

1: This survivor can do nothing but babble nonsense. 

2: The survivor tells the adventurers how their family were brutally killed, in horrible detail. Other than that, they know nothing.

3: This survivor can only babble about this being the work of "her" and will attempt to flee from the adventurers at every opportunity. 

4: This survivor has no immediate insight, but if asked about the Black Hag they will reveal that she is known to live in the woods to the north.

5: The survivor is quite mad, but will babble about the Black Hag of the woods constantly. 

6: The survivor reveals that a hag living in the northern forest was seen lurking around the village outskirts recently. They suspect this is the work of her!


Forbidden Knowledge

Any adventurer may attempt a DN7 Wisdom test to recognise the weakness of the Zombies, specifically that they are killed by being beheaded or having their bodies utterly destroyed. 


The Zombies


Zombie Shambler

The most pathetic of zombiekind. They seem to have retained no intelligence at all and simple walk slowly towards any survivors in great numbers.
Body 3
Melee 1
Claws and Bite (Damage 2)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.


Zombie Charger

Rather than shambling forwards, these zombies hurl themselves forward at great speeds, leaping onto their prey. 
Body 3
Melee 2, Grace 2
Claws and Bite (Damage 2)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.


Zombie Tearer

Some bodies react violently to becoming a zombie, their muscles swelling and bone claws sprouting from their hands. Other zombies instinctively gather around them due to their knack for finding victims.
Body 6
Melee 4, Awareness 4
Claws and Bite (Damage 3)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll as soon as the Tearer is killed. On a 6 the body twitches and spasms as it grows into a Zombie Hulk, recovering all Damage.


Zombie Lurker

These Zombies have retained some of their human cunning and survival instinct, preferring to strike from the shadows with throwing axes or rocks.
Body 3
Melee 1, Shooting 2. Grace 3
Claws and Bite (Damage 2), Improvised Thrown Weapon (Damage 2, Ranged)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.
Arise: Roll when the zombie is killed without being beheaded or utterly destroyed. On a 6 it immediately rises again, but this time any damage will kill it permanently.


Zombie Hulk

A Zombie Tearer that survives long enough will go through a second phase as a huge, hulking beast up to twelve feet tall. These will do little more than rampage around the area, smashing walls and any survivors they encounter. Other zombies know to give these horrors some space.
Body 14
Melee 4
Pounding Fists (Damage 4)
Relentless: A zombie ignores any non-critical hits that cause less than 4 Damage. Critical hits damage the Zombie as normal.


Zombie Hound

Not only humans were affected by the zombie curse. These dogs appear at first to be rabid, living beasts, but a look into their red eyes reveals their true nature. 
Body 3
Melee 1, Awareness 3, Grace 3.
Bite (Damage 2)
Pack Attack: A hound deals an extra point of Damage when he hits an opponent that has been engaged by one or more Warhounds since their last turn.


Zombie Crows

Picking at the flesh of zombies turns many crows into flying corpses, leaving a trail of feathers as they flap. They follow zombies so that they can scavenge on their kills, sometimes descending on the victims to aid in their death.
Body 1
Grace 5, Awareness 4
Beak and Claws (Damage 1)
Distract: If there are any Zombie Crows next to a character they subtract 1 from any combat rolls. 


At the end of any encounter, secretly roll for each adventurer that took damage from a zombie. On a 1 they are unknowingly effected. Roll again after each encounter, or every hour. On a 1 they turn into a Shambler, on a 2 a Charger and on a 3 a Tearer. On a 4-6 they do not turn yet.

A DN8 Wisdom test will identify an infected adventurer, who can be cured by any form of magical healing. Even if they are unaware of the infection, magical healing will remove it.


Anyone killed by a zombie will arise as one within a matter of minutes.


The Black Hag

This curse is, in fact, the work of a Hag living in the forest just to the North of Redway. If the adventurers head into these woods they will soon find her and she will happily boast about the success of her curse on the village. Her motive in doing so is little more than jealousy, after being cast out from the village as a child for her deformation and wicked nature.
If the Black Hag is killed the curse is lifted and all zombies will immediately fall to the ground as corpses. Anyone infected, but not yet turned, will immediately recover. 


Hag
A black robe and hood covers the deformed face of the Hag, hunched over a gnarled staff. If attacked she will point her staff at her opponents and attempt her Mind Stab. If the fight turns against her she will attempt to fly away to safety using her magic. 
Body 4
Melee 3, Awareness 3, Grace 3, Wisdom 6
Staff (Damage 2, counts as shield in Melee), 3d6 Treasure.
Spells: Tongues, Mind Stab, Flight, Magic Strike


This is a very quick and dirty adventure, so it's ripe for a little expansion or customisation from a GM.
Enjoy and do your best to survive. 

Wednesday, 29 April 2009

A Call to Arms

A quick post to shamelessly push my recruitment drive for playtest groups for The Adventurer's Tale. I've spoken about it in previous posts and it's now at the point where I'm eager to get it tested out by as many GMs as possible. 


Full details are available on two of the forums you're probably familiar with and feedback can be sent by way through either of them.

Give it a try with some friends and let me know!

Monday, 20 April 2009

Brief Thoughts on Monster Design

Now with more stealth-links. 


As I've been tweaking monsters for The Adventurer's Tale I've decided to post the key points I've been keeping in mind for each monster, each of which consists of one paragraph of text followed by the data.

  • Why would the adventurers be fighting this?
  • How does this monster behave when the adventurers encounter it?
  • What are its relationships with some other monsters?
  • How can the GM easily adjust this monster to make it more or less powerful, or simply different?
  • Does this monster really need its own entry?


And I'm going to briefly expand on the last point. I mentioned in a previous post about races that I didn't like Gnomes and Hobbits barging in on what I felt should be Dwarfish traits. The same can be said for monsters. Especially when combined with the fourth point about making my monsters tweakable from the ground up, this allows me to have a great selection of classic monsters in a more compact list. Examples below:

  • Sprites: One monster entry for pixies, brownies, (real) gnomes and even gremlins. Simply make pixies more agile and give them wings, give gnomes a higher Craft stat and give Gremlins the goblin dodge ability that makes them extra slippery and mischievous. 
  • Beastmen: This entry covers your warhammer style goatmen, hyena-like gnolls and even stretches to ratmen and lizardman. The last two being more sneaky (higher Grace and maybe some Rogue perks) and tougher (scales counting as light or heavy armour) respectively. 
  • Chimera: You've got your lion/goat/dragon chimera here as well as Griffons, Hippogriffs and Manticores. Minor differences between them are noted but really one entry covers large, ferocious, winged beasts like these. Tone down its Melee stat and Damage and you could pull off a Pegasus if you need one.
  • Giants: Here you have a base for your standard hill giant that can easily be altered into an ettin or cyclops. In addition, Ogres are really little more than small cave giants, so they're part of this monster too. Simply knock some Body off your Giant to trim him down to Ogre size. 
  • Ooze Blob: This covers all sorts of ooze. Really, coming up with your own twist on them is so easy!


It's all in aid of stressing that there is no definitive statblock for an Orc. Some of them will be tougher than others, some better at fighting, some might even be smart. If you're the GM use the monster stats given as a guideline and tweak them however you like! That's exactly what this system is designed for. There's a reason there are no levels or challenge ratings provided! (a topic for another day)


Yet somehow I still have three different types of dragon... hypocrisy at its finest.

Use This - A Hero and his Squire

This encounter could fit into most fantasy systems but is presented here for the recently renamed The Adventurer's Tale (formerly Underworld and Overworld). 

Flash Zubnatz - Goblin Hero

The words Goblin and Hero might not be seen next to eachother too often, but even these wicked creatures have folk heroes that would even inspire humans.

Flash has spent his life travelling from one goblin settlement to another, establishing his legacy by slaying threats to goblinkind. He shot the cave-drake at Biterzpeak, drove off the ghouls of Foulnut Forest and protected the goblins of Scummer's Bay from a rampaging sea giant. All with his crossbow and winning smile. Indeed, there has rarely been a goblin as charismatic as Flash. Even orcs have been known to be impressed by his presence.


Flash Zubnatz (Rogue)

Body 4

Shooting 7, Grace 4, Awareness 2, Melee 2

Dodge: A goblin that rolls a 5 or 6 on a combat roll will never be hit. Critical Hit bypasses.

Precision: Adds an extra two points of Damage on Critical Hits when using a weapon with Damage 3 or less. 

Crossbow (Damage 3), Two Daggers (Damage 2), Light Armour.


Flash is rarely seen without his squire and travelling partner, Bontukz. Lacking any of the charisma of Flash he mostly spends his life carrying Flash's crossbow, pointing out targets and patching up his wounds. After a few drinks he might mutter about how his spells are the real power behind Flash.


Bontukz (Scholar)

Body 4

Wisdom 5, Craft 4, Awareness 3, Grace 3, Melee2

Dodge: A goblin that rolls a 5 or 6 on a combat roll will never be hit. Critical Hit bypasses.

Spells: Guidance and Hold.

Staff, Dagger and Spyglass.


Upon spotting their target, Bontukz will hand Flash his crossbow and try to hold the enemy in place with Hold. While Flash lines up his shot, usually aiming for a Vital Strike, Bontukz will use Guidance to help him achieve a killing shot. 


Flash's reaction to adventurers will depend upon their reputation. If he doesn't know of them he'll greet them cautiously, from a distance. However, if they are known goblin killers he'll see them as potential kills to add to his heroic legacy.