Home of the Odd Duk

Author: Bear (Page 156 of 212)

Open D6 Pdf Post Updated

About a dozen folks come to my site looking for the Open D6 files. I updated the post with the latest information I could get.

Here is a better place to find up-to-date links for everything Open D6

Here is the link to the Fantasy SRD with files in rtf form. It took me a couple months to make these, but it was worth it.

I love d6 quite a bit. Thanks to the folks at Anti-Paladin Games, there Mini-Six, a distillation of all things wonderful about d6.

As an aside, the D6 Fantasy Creatures book has an entry for Evil Minions, instead of individual listings for Orcs, Ogres, Goblins, Hobgoblins, etc. It sparked an idea for a different set of evil humanoids that I haven't been able to use in a campaign yet. The basic premise is that there are five to seven kinds of evil humanoids that range in size, shape and intelligence. The smaller ones are smarter. All variations live for only 20 - 30 years, they survive due to their ability to breed with just about anything - new dna is brought into the species to insure survival. I hope to write that idea up one day.

18th Century Music Generator

There are many kinds of random generators for games, but last night I found one that seems to be unique.

It is a music generator. To be more precise, it is a minuet generator.

The code on this page is based on the a game purported to have been created by Mozart used to create a minuet. It adds more features like a score generator and a midi file. Although you can play the results on the webpage, a good midi patch opens the possibility to expand into string instruments and beyond.

Its usefulness isn't limited to just playing music. Use the aforementioned score generator, add some 18th century script, print it on yellowed paper and you have a good prop. You could use the plot of The Purloined Letter, but change the letter to a mythical Mozart's Lost Score.

Take a listen to some of the compositions. It will sound better than you think.

Attack of the Portán

One of the oddities of Fiend Folio I used in coastal areas was the crabmen. In 2e, their entry went on to talk about their molting noting that some individuals reach ten feet tall and live to be about 20 years old.

I thought about them again today in part because I was recently in my hometown during the time of year for harvesting soft-shell crabs. Without going into the process too deeply, the idea is to catch crabs close to molting and place them in a make-shift aquarium until they shed their shell. During the process, the crab will usually increase in size by 33%.

This triggered three ideas for the as-of-yet-unnamed-clone:

  1. Alter the stats to include a 33% growth rate per molting
  2. Give a few shamans the ability to create golems from their old shells.
  3. Create a module that features them as a function of mass combat rules

I also wanted to give my crabmen a new name, Portán, mostly to differentiate them from the old stats. The Portán are similar in some ways, but generally have more intelligence (barely), grow larger, and practice their own form of primitive magic.

Portán

Frequency: Rare
No. encountered:
2d6
Size:
Medium (5 ft tall) to Large (11 feet tall)
Move:
90 ft, swimming 60 ft
Armour Class:
4
Hit Dice:
3 - 6
Attacks:
2
Damage:
1d4 - 1d10 / 1d4 - 1d10
Special Attacks:
None*
Special Defenses:
None
Magic Resistance:
Standard
Lair probability:
30%
Intelligence:
Average
Alignment:
Neutral

The special attack refers to the special ability to create golems from discarded molts. Portán shamans do not know any other spells.

The golems are created by filling the old shells full of mud and animating them. The stats would be the same except:

  • No 11 foot tall golem would be found. After reaching that height, a portán will die shortly before or during any molting.
  • Move is 60ft and Swimming 30ft.
  • As golems, the creatures are immune to charm and sleep spells as well as psionics.

When I get the mass combat rules hammered out, we'll see these guys again.

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